internal virtual void Start() { if (type == SkillType.Passive || position == SkillPosition.Passive) { type = SkillType.Passive; position = SkillPosition.Passive; } characterAmmo = GetComponent <CharacterAmmo>(); if (position == SkillPosition.First) { hotKey = KeyCode.LeftShift; } else if (position == SkillPosition.Second) { hotKey = KeyCode.Space; } currentCoolDown = 0; isInCoolDown = false; isAiming = false; prevIsAiming = false; isToggled = false; prevIsToggled = false; }
private void GetStats() { if (playerHandler != null) { if (playerHandler.kartInstance != null) { shield = playerHandler.kartInstance.GetComponent<CharacterShield>(); health = playerHandler.kartInstance.GetComponent<CharacterHealth>(); ammo = playerHandler.kartInstance.GetComponent<CharacterAmmo>(); } killsText.text = "K : " + playerHandler.kills; deathsText.text = "D : " + playerHandler.deaths; } else LookForPlayerHandler(); }
private void GetStats() { if (playerHandler != null) { if (playerHandler.kartInstance != null) { shield = playerHandler.kartInstance.GetComponent <CharacterShield>(); health = playerHandler.kartInstance.GetComponent <CharacterHealth>(); ammo = playerHandler.kartInstance.GetComponent <CharacterAmmo>(); } killsText.text = "K : " + playerHandler.kills; deathsText.text = "D : " + playerHandler.deaths; } else { LookForPlayerHandler(); } }
internal virtual void Start() { if (type == SkillType.Passive || position == SkillPosition.Passive) { type = SkillType.Passive; position = SkillPosition.Passive; } characterAmmo = GetComponent<CharacterAmmo>(); if (position == SkillPosition.First) hotKey = KeyCode.LeftShift; else if (position == SkillPosition.Second) hotKey = KeyCode.Space; currentCoolDown = 0; isInCoolDown = false; isAiming = false; prevIsAiming = false; isToggled = false; prevIsToggled = false; }
/// <summary> /// Create a NonPlayableCharacter with the specified health, ammo, and weapon objects, plus the given name. /// Also, specify the AnimationSet, frameLengthModifier, velocity, position, direction, /// and depth of the character. /// </summary> /// <param name="pipeline">List of objects from which the object should be drawn.</param> /// <param name="health">CharacterStatusElement for health</param> /// <param name="ammo">CharacterStatusElement for ammo</param> /// <param name="weapon">CharacterStatusElement for the current weapon</param> /// <param name="name">The character's name</param> /// <param name="detector">Collision detector with which this object should register.</param> /// <param name="animations">AnimationSet containing all animations for this object</param> /// <param name="frameLengthModifier">Float representing the ratio of frames in an animation to movement along the screen</param> /// <param name="velocity">Vector of velocity, representing both direction of movement and magnitude</param> /// <param name="position">Position of object relative to the top left corner</param> /// <param name="direction">Vector representing the direction of the object</param> /// <param name="depth">Depth the object is to be drawn to</param> public NonPlayableCharacterAbstract(List<DrawableObjectAbstract> pipeline, CharacterHealth health, CharacterAmmo ammo, CharacterWeapon weapon, string name, CollisionDetectorInterface detector, AnimationSet animations, float frameLengthModifier, Vector2 velocity, Vector2 position, Vector2 direction, float depth) : base(pipeline, health, ammo, weapon, name, detector, animations, frameLengthModifier, velocity, position, direction, depth) { }
/// <summary> /// Create a NonPlayableCharacter with the specified health, ammo, and weapon objects, plus the given name /// </summary> /// <param name="health">CharacterStatusElement for health</param> /// <param name="ammo">CharacterStatusElement for ammo</param> /// <param name="weapon">CharacterStatusElement for the current weapon</param> /// <param name="name">The character's name</param> /// <param name="detector">Collision detector with which the object should register.</param> public NonPlayableCharacterAbstract(CharacterHealth health, CharacterAmmo ammo, CharacterWeapon weapon, string name, CollisionDetectorInterface detector) : base(health, ammo, weapon, name, detector) { }