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; }
private void Awake() { _thirdPersonUserControl = GetComponent <ThirdPersonUserControl>(); _thirdPersonAnimation = GetComponent <ThirdPersonAnimation>(); _weaponMono = GetComponent <WeaponMono>(); _powerUpInventory = GetComponent <PowerUpInventory>(); _rigidbody = GetComponent <Rigidbody>(); }
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); } } }
// 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); }
//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); }
public PlayerCollisionHandler(GameObject gameobjectAttachedTo, PowerUpInventory powerUpInventoryToStorePowerUp) { this.gameobjectAttachedTo = gameobjectAttachedTo; powerUpInventory = powerUpInventoryToStorePowerUp; }