private void Start() { reloader = this.GetComponent <ReloadManager>(); bombBaySript = this.GetComponentInChildren <BombBayControls>(); leftBombLight.GetComponent <Renderer>().material = onMaterial; rightBombLight.GetComponent <Renderer>().material = offMaterial; }
private void OnDestroy() { if (Instance == this) { Instance = null; } }
public Vector3 handleStartDist; //get the position when the player actually preses the grip on the handle private void Awake() { if (Instance == null) { Instance = this; } }
public void SetUp() { _managerMock = new Mock <ReloadManager>() { CallBase = true }; _manager = _managerMock.Object; }
void Awake() { gunParticles = GetComponentInChildren <ParticleSystem> (); gunAudio = GetComponentInChildren <AudioSource> (); gunLight = GetComponentInChildren <Light> (); player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth> (); anim = player.GetComponent <Animator> (); currentAmmo = ammo; reloadText = GameObject.FindGameObjectWithTag("Text").GetComponent <ReloadManager> (); }
// Start is called before the first frame update void Awake() { bdc = this.GetComponentInParent <BombDropController>(); //Quaternion rotation = this.transform.rotation * Quaternion.Euler(-90, 0, 0); //currentBomb = Instantiate(bombPrefab, new Vector3(this.transform.position.x, this.transform.position.y - distanceBelowShip, this.transform.position.z + distanceInFrontShip), rotation, this.transform.parent); //leftBomb = Instantiate(bombPrefab, new Vector3(this.transform.position.x - distanceToSideShip, this.transform.position.y - distanceBelowShip, this.transform.position.z + distanceInFrontShip), rotation, this.transform.parent); //rightBomb = Instantiate(bombPrefab, new Vector3(this.transform.position.x + distanceToSideShip, this.transform.position.y - distanceBelowShip, this.transform.position.z + distanceInFrontShip), rotation, this.transform.parent); //reloading = true; rm = this.GetComponentInParent <ReloadManager>(); audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); }
// Start is called before the first frame update void Start() { GunShot = this.GetComponent <AudioSource>(); sg = this.GetComponent <ShootGun>(); gr = this.GetComponentInParent <GunRecoiler>(); //guic = this.GetComponent<GunnerUIController>(); timeSinceShot = 0.0f; ammoCount = magazineSize; timeReloading = 0.0f; reloading = false; rm = this.GetComponentInParent <ReloadManager>(); }
void Awake() { rm = this.gameObject.GetComponentInParent <ReloadManager>(); timer = gunner.GetComponent <PlayerGunController>().timeToReload; ReloadFlag = true; }
// Start is called before the first frame update void Start() { reloader = this.GetComponent <ReloadManager>(); }