/// <summary> /// Init class method. /// </summary> private void Init() { // get animator component // _animator = GetComponent<Animator>(); // get camera component from parent. _mainCamera = GetComponentInParent <Camera>(); // get ray shooter component from camera. _rayShooter = GetComponentInParent <RayShooter>(); // get audio component reference. _audio = GetComponent <AudioComponent>(); // calculate heated threshold - this is used to check and update heated weapon status. if (plasmaGunData != null) { float temp = (float)plasmaGunData.heatedRechargeThreeshold / (float)plasmaGunData.maxPlasma; _heatedThreshold = temp * 100f; } // set next level data if not set ( usually when the game is initialised for the first time ); if (plasmaGunData.nextLevel == null) { plasmaGunData.nextLevel = plasmaGunData.GetLevelDataObject(plasmaGunData.level + 1); } }
protected override void Start() { base.Start(); rayShooter = GetComponent <RayShooter>(); forceApplier = GetComponent <ForceApplier>(); damageCalculator = GetComponent <DamageCalculator>(); }
// Use this for initialization void Start() { _health = 100; _ammo = 300; playerMoving = GetComponent <FPSInput>(); playerShooting = GetComponentInChildren <RayShooter>(); }
//RayShooter playerRayshooter; // Use this for initialization void Start() { playerRayShooter = GetComponentInChildren <RayShooter>(); player = GetComponent <PlayerCharacter>(); _animator = GetComponent <Animator>(); playerFPSInput = GetComponent <FPSInput>(); // playerRayshooter = GetComponentInChildren<RayShooter>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); restartHealth = player.GetComponent <PlayerCharacter>(); defaultPosition = restartHealth.transform.position; defaultRotation = restartHealth.transform.rotation; defaultScale = restartHealth.transform.localScale; playerMoving = GetComponent <FPSInput>(); playerShooting = GetComponentInChildren <RayShooter>(); }
protected override void Start() { base.Start(); ammo = GetComponent <Ammo>(); rayShooter = GetComponent <RayShooter>(); if (dealDamage) { forceApplier = GetComponent <ForceApplier>(); damageCalculator = GetComponent <DamageCalculator>(); if (forceApplier == null) { forceApplier = gameObject.AddComponent <ForceApplier>(); } if (damageCalculator == null) { damageCalculator = gameObject.AddComponent <DamageCalculator>(); } } _angle = Quaternion.AngleAxis(verticalAngle, Vector3.left); }