// Use this for initialization void Start() { sentences = new Queue <string>(); player = GameObject.Find("Player").GetComponent <Player>(); inventory = GameObject.Find("InventoryManager").GetComponent <SwordInventory>(); sword = GameObject.FindGameObjectWithTag("Sword").GetComponent <Sword>(); }
private IEnumerator HandleSwordPickup(GameObject swordGO, SpriteRenderer heldSwordSR) { yield return(new WaitForSeconds(2.0f)); // Will hold the pose for 2 seconds. // After this timer, add the new sword to the inventory SwordInventory si = GameObject.FindObjectOfType <SwordInventory>(); if (si != null) { si.AddSlot(SwordId(swordGO)); Destroy(swordGO); } // Stop the animation and make the player's original sword reappear in their hand if (heldSwordSR != null) { heldSwordSR.enabled = true; } pickingUpSword = false; getInventorySwords(); // Get the inventory of swords again to account for new one if (brickSwordHeld) // if brick sword is held upon pickup { brickSword.SetActive(true); } inventory.switchSwords = true; // Able to switch swords once inventory is updated }
void Start() { rb = GetComponent <Rigidbody2D>(); playerAnimator = GetComponent <Animator>(); playerCollider = GetComponent <Collider2D>(); moving = false; grounded = false; falling = false; hitpointBar = GameObject.Find("HitpointBar").GetComponent <HitpointBar>(); audioSource = GetComponent <AudioSource>(); inventoryGO = GameObject.Find("InventoryManager"); inventory = inventoryGO.GetComponent <SwordInventory>(); swordPossessions.Add(0); addSwords(); getInventorySwords(); activeSwordIndex = inventory.index; pauseMenu = GameObject.Find("PauseMenu"); playerHPBar = GameObject.Find("HitpointBar").GetComponent <HitpointBar>(); Scene currentScene = SceneManager.GetActiveScene(); // To know which level sceneName = currentScene.name; brickSwordHeld = false; // for sword pickup only }
public virtual void Start() { damageDelay = damageDuration * damageDealt; damaging = false; swordAnimator = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); inventory = GameObject.Find("InventoryManager").GetComponent <SwordInventory>(); swordCollider = player.GetComponentInChildren <BoxCollider2D>(); swordCollider.enabled = false; audioSource = GetComponent <AudioSource>(); audioSource.volume = 0.2f; pauseMenu = GameObject.Find("PauseMenu"); }