void Start() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); UpdatePrices(); RoundPrices(); //Debug.Log ("start"); }
// Use this for initialization void Start() { //Debug.Log ("shop ready"); //smallAmmoPrice = 55; playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); //NewPrices (); cam = Camera.main; }
void OnLevelWasLoaded() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats>(); //clear the list of IDs on every change level (dont clear if loadong from menu) if (!MainMenu.useSaveDataAtSavePoint) { iDList.Clear(); } }
public static void ChangeHudText() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); player = GameObject.FindWithTag("Player").GetComponent <RayCastScript>(); //get player main script //change hud text with the info on the current RANGED weapon // player.rangedWeaponText.text = playerStats.rangedWeaponName + "\n" + "Damage: " + playerStats.rangedDamage + "\n" + "Reload Time: " + playerStats.rangedAttackSpeed + "\n" // + "Range: " + playerStats.rangedWeaponRange + "\n" + "Weapon Power: " + playerStats.rangedImpulse + "\n" + "Ammo Consume: " + playerStats.ammoConsume; //change hud text with the info on the current MELEE weapon // player.meleeWeaponText.text = "'" + playerStats.weaponName + "'" + "\n" + " Damage: " + playerStats.weaponDamage + "\n" + " AttackSpeed: " + playerStats.weaponAttackSpeed + // "\n" + "Weapon Power: " + playerStats.weaponImpulse; }
// Use this for initialization void Start() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats>(); saveManager = GameObject.Find("SavePlayerStats").GetComponent <SaveManager>(); if (convoCameraToActivate != null) { useCamera = true; } fpsCharacter = GameObject.Find("FirstPersonCharacter"); player = GameObject.FindWithTag("Player"); cam = Camera.main; }
public static void SelectWeapon(int number) // select specific weapon by its index { if (weapons.Count != 0) { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); weaponNumber = number; if (weaponNumber >= weapons.Count) { weaponNumber = 0; } WeaponScript currWeapon = weapons[weaponNumber] as WeaponScript; playerStats.WeaponPickUp(currWeapon); } //ChangeHudText (); }
public static void SelectWeaponRanged(int number) { if (rangedWeapons.Count != 0) { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); rangedWeaponNumber = number; if (rangedWeaponNumber >= rangedWeapons.Count) { rangedWeaponNumber = 0; } WeaponScript currWeapon = rangedWeapons[rangedWeaponNumber] as WeaponScript; //playerStats.rangedWeapons.Add (currWeapon); playerStats.WeaponPickUp(currWeapon); } //ChangeHudText (); }
/// <summary> /// Call this method when loading the game. It will loop through every object in scene and check it's id and compare it to the List of IDs that was saved. /// Will disable every object with the same ID as in List<int> /// </summary> public void LoadGameAndDisableIDs() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats>(); //Debug.Log ("Start Destroying"); try { saveCube = GameObject.Find("SaveCube").GetComponent <SaveCube>(); } catch { noSaveCude = true; } //check monsters monsterList = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject obj in monsterList) { foreach (float f in iDList) { if (obj.GetComponent <EnemyHP> ().iDForSaveGame == f) { //Debug.Log (obj.name); if (!noSaveCude) { if (!obj.GetComponent <EnemyHP>().dontRespawn&& !obj.GetComponent <EnemyHP>().isBoss) { saveCube.AddDeadEnemy(obj.name, obj.transform); } } Destroy(obj); } } } //check ammo ammoList = GameObject.FindGameObjectsWithTag("Ammo"); foreach (GameObject obj in ammoList) { //Debug.Log (obj.GetComponent<Ammo> ().iD); foreach (float f in iDList) { //Debug.Log (f); if (obj.GetComponent <Ammo> ().iD == f) { //Debug.Log (obj.name + " " + f); Destroy(obj); } } } //check armor armorList = GameObject.FindGameObjectsWithTag("Armor"); foreach (GameObject obj in armorList) { foreach (float f in iDList) { if (obj.GetComponent <Armor> ().iD == f) { Destroy(obj); } } } //check weapon Upgrade upgradeList = GameObject.FindGameObjectsWithTag("WeaponUpgrade"); foreach (GameObject obj in upgradeList) { foreach (float f in iDList) { //Debug.Log (obj.name + " " + f); if (obj.GetComponent <WeaponUpgradeItem> ().iD == f) { Destroy(obj); } } } //check weapons weaponList = GameObject.FindGameObjectsWithTag("PickUpObjects"); foreach (GameObject obj in weaponList) { //Debug.Log (obj.name); foreach (float f in iDList) { if (obj.GetComponent <WeaponScript> ().iD == f) { Destroy(obj); } } } //secrets secretsList = GameObject.FindObjectsOfType <SecretPlace> (); foreach (SecretPlace obj in secretsList) { playerStats.secretsTotal++; foreach (float f in iDList) { if (obj.iD == f) { //Debug.Log (obj.name + " LOADED AND DESTROYED"); playerStats.secretsFound++; //playerStats.secretsTotal++; Destroy(obj.gameObject); } } } //monster souls soulsList = GameObject.FindGameObjectsWithTag("MonsterSoul"); foreach (GameObject obj in soulsList) { foreach (float f in iDList) { if (obj.GetComponent <MonsterSoul> ().iD == f) { Destroy(obj); } } } //light capsules lightCapsuleList = GameObject.FindObjectsOfType <LightCapsuleFade> (); if (lightCapsuleList.Length >= 1) { foreach (LightCapsuleFade obj in lightCapsuleList) { foreach (float f in iDList) { if (obj.iD == f) { Destroy(obj.transform.parent.gameObject); } } } } //conversations conversationsList = GameObject.FindObjectsOfType <StartConvo>(); if (conversationsList.Length >= 1) { foreach (StartConvo convo in conversationsList) { foreach (float f in iDList) { if (convo.iD == f) { Destroy(convo); } } } } }
void Start() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats>(); }
void Start() { //0 - smoke. 1 - sparks for terrain. 2 - sparks for hilling shields! hitParticles = new GameObject[3]; hitParticles[0] = Resources.Load("My/Prefabs/Particles/New/DestructionSmoke") as GameObject; hitParticles[1] = Resources.Load("My/Prefabs/Particles/New/WallHitParticle") as GameObject; hitParticles[2] = Resources.Load("My/Prefabs/Particles/New/ArmorHitSparks") as GameObject; //load kill camera if (enableKillCamInspector) { enableKillCam = true;//killCam = Resources.Load("My/Prefabs/Items/KillCamera") as GameObject; } deathMessage = Resources.Load("My/Prefabs/DeathMessage") as GameObject; playerBoxCollider = GetComponent <BoxCollider> (); fpsWeapon = GameObject.Find("Gun").GetComponent <FPSWeapon> (); //get the gun (used to draw fps gun on screen) //the sound of reloading reloadAudioSource = gameObject.AddComponent <AudioSource>(); reloadAudioSource.clip = reloadAmmoSound; reloadAudioSource.playOnAwake = false; reloadAudioSource.loop = false; reloadAudioSource.outputAudioMixerGroup = mixer; reloadAudioSource.spatialBlend = 0f; reloadAudioSource.volume = 0.5f; //the sound of reloading slashParticle = GameObject.Find("Slash").GetComponent <ParticleSystem> (); //when melee attack particle saveCube = GameObject.Find("SaveCube"); //find the save cube fpsController = GetComponent <FirstPersonController> (); //mixer = Resources.Load ("MasterMixer") as AudioMixer; music = GameObject.FindGameObjectsWithTag("Music"); //decals //bulletHoleDecal = GameObject.Find ("BulletHoleDecal"); splashBloodDecal = GameObject.Find("SplashBloodDecal"); //decals playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); //SAVE MANAGER HERE try { saveManager = playerStats.gameObject.GetComponent <SaveManager> (); } catch { Debug.Log("No Save Manager! Shit"); } //SAVE MANAGER HERE weaponFireParticle = Resources.Load("My/Prefabs/Particles/New/WeaponShootParticle") as GameObject;//GameObject.Find ("FiringParticle"); weaponHitParticle = GameObject.Find("BulletHitExplosion"); weaponBloodParticle = GameObject.Find("BloodParticle"); weaponBloodParticleAdditional = Resources.Load("My/Prefabs/Particles/New/BloodParticleAdditional") as GameObject; gunBarrel = GameObject.Find("GunBarrel"); //hud texts // hudText = GameObject.Find ("PlayerHPText").GetComponent<Text> (); // rangedWeaponText = GameObject.Find ("RangedWeaponText").GetComponent<Text> (); // ammoText = GameObject.Find ("AmmoText").GetComponent<Text> (); // totalAmmo = GameObject.Find ("TotalAmmo").GetComponent<Text> (); // meleeWeaponText = GameObject.Find ("MeleeWeaponText").GetComponent<Text> (); mainText = GetComponent <PlayerConversations> ().mainText; //hud texts //sound for firing the gun audioSourceRangeHit = gameObject.AddComponent <AudioSource> (); audioSourceRangeHit.playOnAwake = false; //audioSourceRangeHit.spread = 180; //audioSourceRangeHit.spatialBlend = 360; audioSourceRangeHit.volume = 0.5f; audioSourceRangeHit.outputAudioMixerGroup = mixer; }
public static void AddWeaponsToList() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); playerStats.rangedWeapons = rangedWeapons; }
public static void LoadWeaponsFromSave() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); rangedWeapons = playerStats.rangedWeapons; }