// Use this for initialization void Start() { GameObject player = GameObject.Find("player"); playerStatus = player.GetComponent <player_Status> (); playerController = player.GetComponent <player_Controller> (); enemyPattern = this.GetComponent <enemy_pattern> (); cheaterStatusLeft = GameObject.Find("cheater_left").GetComponent <cheater_status> (); cheaterStatusRight = GameObject.Find("cheater_right").GetComponent <cheater_status> (); //gameoverPanel = GameObject.Find ("game_over_panel"); //gameoverPanel.SetActive (false); //finalScore = GameObject.Find ("final_score_number").GetComponent<Text>(); }
// Update is called once per frame void Update() { player_Controller myPlayer = transform.root.GetComponent <player_Controller> (); if (Input.GetAxisRaw("Fire1") > 0 && nextBullet < Time.time && remainingRounds > 0) { nextBullet = Time.time + timeBetweenBullets; Vector3 rot; if (myPlayer.getFacing() == -1f) { rot = new Vector3(0, -90, 0); } else { rot = new Vector3(0, 90, 0); } Instantiate(projectile, transform.position, Quaternion.Euler(rot)); playASound(shootSound); remainingRounds -= 1; playerAmmoSlider.value = remainingRounds; } }
private void Start() { levelReference = GameObject.FindWithTag("Level Data").GetComponent <Level_Data>(); playerReference = GameObject.FindWithTag("Player").GetComponent <player_Controller>(); }
// Start is called before the first frame update void Start() { gamePlayer = FindObjectOfType <player_Controller>(); }