// Use this for initialization void Start() { theCharacterMotor = gameObject.GetComponent<CharacterMotor2> (); theCharacterJump = gameObject.GetComponent<CharacterJump2> (); theCharacterShot = gameObject.GetComponent<CharacterShot> (); theCharacterDrill = gameObject.GetComponent<CharacterDrill> (); }
// Use this for initialization void Start() { Input.multiTouchEnabled = true; characterMotorScript = objPlayer.GetComponent<CharacterMotor2>(); characterJumpScript = objPlayer.GetComponent<CharacterJump2>(); characterShotScript = objPlayer.GetComponent<CharacterShot>(); }
// Use this for initialization void Start() { Motor = GetComponent<CharacterMotor2>(); Shot = GetComponent<CharacterShot>(); Life = GetComponent<CharacterHealth>(); Damage = GetComponent<TakeDamage>(); }
void Start() { theEnemyCharacterMotor = gameObject.GetComponent<CharacterMotor2> (); thePlayerCharacterMotor = GameObject.Find ("Player").GetComponent<CharacterMotor2> (); //Using "ThePlayerCharacterMotor" to find this to avoid having to search through everything again. thePlayerGrounded = thePlayerCharacterMotor.GetComponentInChildren<GroundCheck> (); }
void Start() { theCharacterMotor = gameObject.GetComponent<CharacterMotor2> (); // Start the enemy moving right theCharacterMotor.RightActivation (); turning = false; }
// Use this for initialization void Start() { theCharacterMotor = GetComponentInParent<CharacterMotor2> (); theCharacterAutoCrouchTop = GetComponentInChildren<CharacterAutoCrouchTop> (); theCharacterAutoCrouchBottom = GetComponentInChildren<CharacterAutoCrouchBottom> (); theAnimator = GetComponentInParent<CharacterMotor2>().theAnimator; playerCollider = GetComponentInParent<BoxCollider>(); originalColliderSize = playerCollider.size; originalColliderCenter = playerCollider.center; }
void Start() { //This will get the Animator anim = gameObject.GetComponent<Animator>(); //These will get the Scripts theCharacterMotorScript = gameObject.GetComponent<CharacterMotor2>(); theEnemyChargeScript = gameObject.GetComponent<EnemyCharge>(); theEnemyShootAIScript = gameObject.GetComponent<EnemyShootAI>(); theEnemyShootingLRScript = gameObject.GetComponent<enemyShootingLR>(); thePaceBetweenWallsScript = gameObject.GetComponent<PaceBetweenWalls>(); theSingleShotEnemyScript = gameObject.GetComponent<singleShotEnemy>(); theTurretScript = gameObject.GetComponent<turret>(); theCharacterShotScript = gameObject.GetComponent<CharacterShot>(); }
// Use this for initialization void Start() { Core = FindObjectOfType<Attractor>(); radius = Vector3.Distance(rb.position, Core.GetComponent<Transform>().position); rb = GetComponent<Rigidbody>(); theCharacterMotor = GetComponent<CharacterMotor2>(); if (theCharacterMotor.movingRight==true) { rb.velocity = transform.TransformDirection(new Vector3(enemyShotVelocityX, 0, 0)); shootingRight = true; } if (theCharacterMotor.movingLeft==true) { rb.velocity = transform.TransformDirection(new Vector3(-enemyShotVelocityX, 0, 0)); shootingRight = false; } }
void Start() { theCharacterMotor = gameObject.GetComponent<CharacterMotor2> (); }
// Use this for initialization void Start() { Motor = GetComponent<CharacterMotor2>(); }
// Use this for initialization void Start() { theGroundCheck = GetComponentInChildren<GroundCheck> (); theCharacterMotor = GetComponent<CharacterMotor2> (); }
// Use this for initialization void Start() { thePlayerMotor = GameObject.Find ("Player").GetComponent<CharacterMotor2> (); }
//setup void Awake() { myCamFocus = GameObject.Find ("Camera Focus").transform; focusControls = myCamFocus.GetComponent<cameraFocusControls> (); camFocusLocation = myCamFocus.position; inventory = GetComponent<PlayerInventory> (); if (GetComponent<playerIslandGrow> () != null) { islandGrower = GetComponent<playerIslandGrow> (); } camChange = GetComponent<cameraChanger> (); anim = GetComponent<Animator> (); rb = GetComponent<Rigidbody> (); //create single floorcheck in centre of object, if none are assigned if(!floorChecks) { floorChecks = new GameObject().transform; floorChecks.name = "FloorChecks"; floorChecks.parent = transform; floorChecks.position = transform.position; GameObject check = new GameObject(); check.name = "Check1"; check.transform.parent = floorChecks; check.transform.position = transform.position; Debug.LogWarning("No 'floorChecks' assigned to PlayerMove script, so a single floorcheck has been created", floorChecks); } //assign player tag if not already if(tag != "Player") { tag = "Player"; Debug.LogWarning ("PlayerMove script assigned to object without the tag 'Player', tag has been assigned automatically", transform); } //usual setup mainCam = GameObject.FindGameObjectWithTag("MainCamera").transform; dealDamage = GetComponent<DealDamage>(); characterMotor = GetComponent<CharacterMotor2>(); //gets child objects of floorcheckers, and puts them in an array //later these are used to raycast downward and see if we are on the ground floorCheckers = new Transform[floorChecks.childCount]; for (int i=0; i < floorCheckers.Length; i++) floorCheckers[i] = floorChecks.GetChild(i); }
//setup void Awake() { //create grabBox is none has been assigned if(!grabBox) { grabBox = new GameObject(); grabBox.AddComponent<BoxCollider>(); grabBox.GetComponent<Collider>().isTrigger = true; grabBox.transform.parent = transform; grabBox.transform.localPosition = new Vector3(0f, 0f, 0.5f); Debug.LogWarning("No grabBox object assigned to 'Throwing' script, one has been created and assigned for you", grabBox); } playerMove = GetComponent<PlayerMove>(); characterMotor = GetComponent<CharacterMotor2>(); defRotateSpeed = playerMove.rotateSpeed; //set arms animation layer to animate with 1 weight (full override) if(animator) animator.SetLayerWeight(armsAnimationLayer, 1); }
void Start() { characterMotor = gameObject.GetComponent<CharacterMotor2>(); characterJump = gameObject.GetComponent<CharacterJump2>(); characterShot = gameObject.GetComponent<CharacterShot>(); }
public void Start() { theCharacterMotor = gameObject.GetComponent<CharacterMotor2> (); Target = GameObject.Find ("Player").transform; }