public void INIT(Transform t) { player = t; selector = player.transform.GetComponent <WeaponSelector>(); render = GetComponent <MeshRenderer>(); cameraTransform = GameObject.Find("Camera/Main Camera").transform; }
private void Start() { playerController = FindObjectOfType <PlayerController>(); mouseLook = FindObjectOfType <MouseLook>(); weaponSelector = FindObjectOfType <WeaponSelector>(); bonfire = FindObjectOfType <Bonfire>(); FindObjectOfType <AudioManager>().Play("Ambient"); Cursor.visible = false; }
public void Awake() { _cannonballSpawners = GetComponentsInChildren <CannonballSpawnerPlayer>(); _bombSpawner = GetComponentInChildren <BombSpawner>(); _shipMovement = GetComponent <ShipMovement>(); _healthScript = GetComponent <HealthScript>(); _weaponSelector = GetComponent <WeaponSelector>(); }
public void Update() { if (target != null) { WeaponSelector temp = gameObject.GetComponent <WeaponSelector>(); if (temp != null) { temp.weapons[temp.currentWeapon].SendMessage("OnFire"); } } }
private void Start() { lightBonfireComponent = lightBonfire.GetComponent <Light>(); startSizeFire = fire.main.startSize.constant; startSizeSmoke = smoke.main.startSize.constant; speed = intensity / timeBonfireLife; player = GameObject.Find("Player"); weaponSelector = FindObjectOfType <WeaponSelector>(); audioSource = GetComponent <AudioSource>(); audioSource.PlayOneShot(bonfireSound); }
private void OnTriggerEnter(Collider other) { // does the GameObject that collided with this weapon pickup have a WeaponSelector component? WeaponSelector weaponSelector = other.gameObject.GetComponentInChildren <WeaponSelector>(); // if there is a weaponselector, tell it to mark the matching weapon as collected if (weaponSelector != null) { weaponSelector.CollectWeapon(weaponName); gameObject.SetActive(false); } }
void FixedUpdate() { velocity = rb.velocity.sqrMagnitude; Vector3 acceleration = ComputeThrusts(); Vector3 torque = ComputeTorques(); //if (rb.velocity.magnitude > (stats.TopSpeedStat +1)* 100) //{ // acceleration = Vector3.zero; //} acceleration = ModularCap(acceleration); rb.AddRelativeForce(acceleration, ForceMode.Acceleration); rb.AddRelativeTorque(torque, ForceMode.Acceleration); if (Input.GetAxis("Fire1") > 0) { WeaponSelector temp = gameObject.GetComponent <WeaponSelector>(); if (temp != null) { temp.weapons[temp.currentWeapon].SendMessage("OnFire"); } } }
private void Awake() { wSel = GetComponent <WeaponSelector>(); anvil.SetActive(false); sounds = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { players = GetComponent <PLAYERS>(); wSel = GetComponent <WeaponSelector>(); }
private void Start() { player = GameObject.Find("Player"); weaponSelector = FindObjectOfType <WeaponSelector>(); audioSource = GetComponent <AudioSource>(); }