Esempio n. 1
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    public void Setup()
    {
        cursorPointer = Resources.Load("Prefabs/Cursor Pointer", typeof(GameObject)) as GameObject;
        dead          = false;

        //Setup movement script
        playerMovement = playerInstance.GetComponent <PlayerMovement> ();
        playerMovement.setMoves(playerNumber);
        playerMovement.cursorPointerPrefab = cursorPointer;
        playerMovement.playerColor         = playerColor;
        playerMovement.distanceTravelled   = 0f;

        //Setup Inventory references
        powerUpInventory = playerInstance.GetComponent <PowerUpInventory> ();
        powerUpInventory.playerNumber = playerNumber;
        GameManager.Instance.uiInventory.SetColor(playerNumber, playerColor);

        //Setup weapon controller script
        playerWeaponController = playerInstance.GetComponent <PlayerWeaponController>();
        playerWeaponController.setNumber(playerNumber);
        playerData      = playerInstance.GetComponent <PlayerData> ();
        playerSkin      = playerInstance.GetComponent <PlayerSkin> ();
        active          = true;
        movementEnabled = true;
    }
Esempio n. 2
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 private void Awake()
 {
     _thirdPersonUserControl = GetComponent <ThirdPersonUserControl>();
     _thirdPersonAnimation   = GetComponent <ThirdPersonAnimation>();
     _weaponMono             = GetComponent <WeaponMono>();
     _powerUpInventory       = GetComponent <PowerUpInventory>();
     _rigidbody = GetComponent <Rigidbody>();
 }
Esempio n. 3
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 public void OnTriggerEnter(Collider collider)
 {
     if (collider.gameObject.CompareTag("Player"))
     {
         PowerUpInventory powerUpInventory = collider.GetComponent <PowerUpInventory> ();
         if (!powerUpInventory.isFull())
         {
             powerUpInventory.AddItemToInventory(PowerUp);
             transform.parent.gameObject.SetActive(false);
         }
     }
 }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        //piecesPrefab = new GameObject[1];
        //piecesPrefab[0] = GameObject.Find("Q");
        //piecesPrefab[0].transform.position = spawnPlace.position;
        //controlledPiece = piecesPrefab[0].transform;

        //controlledPiece = spawnBlock().transform;
        cursor    = GameObject.Instantiate(cursor).transform;
        inventory = GetComponent <PowerUpInventory>();
        camera    = GameManager.instance.cameras[player - 1];
        cursor.gameObject.SetActive(false);
    }
Esempio n. 5
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    //Read scriptableobject for different configurations
    private void Start()
    {
        inputStateFactory   = new InputStateFactory();
        inputhandlerUpdater = new InputHandlerUpdater(gameObject);
        inputhandlerUpdater.CurrentInputHandler = (InputHandlerState)InputStateFactory.CreateProduct(
            (int)FactoriesProducts.InputstateProducts.PlayerInputHandlerDefaultState, this, gameObject);
        powerUpInventory       = new PowerUpInventory();
        playerCollisionHandler = new PlayerCollisionHandler(gameObject, powerUpInventory);
        movementDataHolder     = Resources.Load("Prefabs/DefaultMovementDataHolder") as MovementDataHolder;

        updaters.Add(inputhandlerUpdater);
        fixedUpdaters.Add(inputhandlerUpdater);
        collideAbles.Add(playerCollisionHandler);
    }
Esempio n. 6
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 public PlayerCollisionHandler(GameObject gameobjectAttachedTo, PowerUpInventory powerUpInventoryToStorePowerUp)
 {
     this.gameobjectAttachedTo = gameobjectAttachedTo;
     powerUpInventory          = powerUpInventoryToStorePowerUp;
 }