コード例 #1
0
    // Use this for initialization
    void Start()
    {
        playerStaminaMan = FindObjectOfType <PlayerStaminaManager>();

        thePlayer = FindObjectOfType <PlayerController>();

        sfxMan = FindObjectOfType <SFXManager>();

        shield = FindObjectOfType <ShieldBlock>();

        thePS = FindObjectOfType <PlayerStats>();

        enemy = FindObjectOfType <EnemyTestScript>();

        playerHealth = FindObjectOfType <PlayerHealthManager>();
        hurtEnemy    = FindObjectOfType <HurtEnemy>();

        enemyHealth = FindObjectOfType <EnemyHealthManager>();

        playerEngagement = FindObjectOfType <EngagedWithPlayer>();

        // enemyStaminaMan = FindObjectOfType<EnemyStaminaManager>();

        deathStrike = false;

        showBlood          = false;
        playerStaminaDrain = false;
    }
コード例 #2
0
    public void Setup() //performs the same actions as MonoBehaviour's Start() function
    {
        playerHealthManager = FindObjectOfType <PlayerHealthManager>();
        hurtEnemy           = FindObjectOfType <HurtEnemy>();

        maxHealth = playerHealthManager.GetMaxHealth();
    }
コード例 #3
0
 // Use this for initialization
 void Start()
 {
     thePlayerStats = FindObjectOfType <PlayerStats> ();
     hurtEn         = FindObjectOfType <HurtEnemy> ();
     theEHM         = FindObjectOfType <EnemyHealthManager> ();
     theWeapon      = FindObjectOfType <WeaponManager> ();
 }
コード例 #4
0
 // Use this for initialization
 void Start()
 {
     game     = FindObjectOfType <GameController>();
     story    = FindObjectOfType <StoryScript>();
     HurtE    = FindObjectOfType <HurtEnemy>();
     exp      = FindObjectOfType <Experience>();
     looponce = true;
     Tijd     = 20;
 }
コード例 #5
0
ファイル: WeaponPickUp.cs プロジェクト: BenB0B0/battle-royal
    //private static weakSwordCheck = false;

    // Use this for initialization
    void Start()
    {
        activateWeapon = FindObjectOfType <WeaponManager> ();
        theEHM         = FindObjectOfType <EnemyHealthManager> ();
        hurten         = FindObjectOfType <HurtEnemy> ();
        hintTrigger    = FindObjectOfType <HintTrigger> ();
        sfxMan         = FindObjectOfType <SFXManager> ();
        anim           = FindObjectOfType <PlayerController>().GetComponent <Animator> ();

        //DontDestroyOnLoad (transform.gameObject);
        //gameObject.SetActive (true);
    }
コード例 #6
0
    // Use this for initialization
    void Start()
    {
        hurtPlayer = FindObjectOfType <HurtPlayerUpdated>();

        playerStaminaMan = FindObjectOfType <PlayerStaminaManager>();

        thePlayer = FindObjectOfType <PlayerController>();

        sfxMan = FindObjectOfType <SFXManager>();

        shield = FindObjectOfType <ShieldBlock>();

        thePS           = FindObjectOfType <PlayerStats>();
        enemyGameObject = this.gameObject.transform.parent.gameObject;
        enemy           = enemyGameObject.GetComponent <EnemyTestScript>();
        rangedEnemy     = enemyGameObject.GetComponent <BasicRangedEnemy>();
        enemyMaster     = enemyGameObject.GetComponent <EnemyMasterScript>();
        enemyTransform  = enemyGameObject.transform;

        rangedAttack = enemyGameObject.GetComponent <EnemyRangedAttack>();

        playerHealth         = FindObjectOfType <PlayerHealthManager>();
        hurtEnemy            = FindObjectOfType <HurtEnemy>();
        playerShield         = FindObjectOfType <ShieldBlock>();
        hitPoint             = GameObject.Find("Player").transform;
        bloodCounter         = 10;
        deathStrike          = false;
        thePlayerDeathStrike = false;

        playerStaminaDrain = false;

        faceOff = false;

        check = 0;

        beforeRecov = true;

        enemyAttackCounter  = 1f;
        enemyDamagePossible = false;

        preAttack   = false;
        recovAttack = false;

        preAttackCounter   = 0.6f;
        recovAttackCounter = 0.3f;
        enemyAttackCounter = 0.06f;
        freezeFrame        = 1f;
    }
コード例 #7
0
    // Use this for initialization
    void Start()
    {
        thePlayer      = FindObjectOfType <PlayerController> ();
        theMM          = FindObjectOfType <MoneyManager> ();
        addArrows      = FindObjectOfType <Arrows> ();
        activateWeapon = FindObjectOfType <WeaponManager> ();
        hurtEn         = FindObjectOfType <HurtEnemy> ();
        theEHM         = FindObjectOfType <EnemyHealthManager> ();
        thePHM         = FindObjectOfType <PlayerHealthManager> ();


        dBox.SetActive(false);
        dialogActive = false;

        dBox2.SetActive(false);
    }
コード例 #8
0
ファイル: UIManager.cs プロジェクト: BenB0B0/battle-royal
    // Use this for initialization
    void Start()
    {
        if (!UIExists)
        {
            UIExists = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

        thePS          = GetComponent <PlayerStats> ();
        theWeapon      = FindObjectOfType <WeaponManager> ();
        amountOfArrows = FindObjectOfType <Arrows> ();
        theEHM         = FindObjectOfType <EnemyHealthManager> ();
        theHE          = FindObjectOfType <HurtEnemy> ();
    }
コード例 #9
0
    // Use this for initialization
    void Start()
    {
        // dodgeDistanceFloat = 3;
        enemyD = FindObjectOfType <EnemyDialogue>();

        dummyGameObject = GameObject.Find("Dummy Object");
        //rayCastHitDodge.size;
        rayCastDodgeArray = new int[100];

        playerObject    = GameObject.Find("Player");
        playerTransform = playerObject.transform;

        layerMaskPlayerInt = 1 << 9;
        layerMaskPlayer    = ~layerMaskPlayerInt;
        layerMaskBoundsInt = 1 << 10;
        layerMaskBounds    = ~layerMaskBoundsInt;
        layerMaskEnemyInt  = 1 << 11;
        layerMaskEnemy     = ~layerMaskEnemyInt;

        rayDodgeDistance = 4;

        playerStats = FindObjectOfType <PlayerStats>();

        playerShield = FindObjectOfType <ShieldBlock>();

        sfxMan = FindObjectOfType <SFXManager>();

        theDM = FindObjectOfType <DialogueManager>();

        staminaMan = GetComponent <PlayerStaminaManager>();

        enemy = FindObjectOfType <EnemyTestScript>();

        playerHealth = FindObjectOfType <PlayerHealthManager>();

        hurtPlayer = FindObjectOfType <HurtPlayerUpdated>();

        hurtEnemy = FindObjectOfType <HurtEnemy>();

        globalData = FindObjectOfType <GlobalDataScript>();

        playerBoundBoxObject = GameObject.Find("Bounds");

        enemyTargetObject = this.gameObject;
        dmObject          = GameObject.Find("Dialogue Manager");
        theDM             = dmObject.GetComponent <DialogueManager>();

        terrainManager = FindObjectOfType <TerrainManager>();

        damagePossible = false;
        attackPossible = true;
        dashPossible   = true;

        anim        = GetComponent <Animator>();
        myRigidbody = GetComponent <Rigidbody2D>();

        if (!playerExists)
        {
            playerExists = true;
            //DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            //Destroy(gameObject);
        }

        canMove = true;

        lastMove = new Vector2(globalData.globalPlayerLastMoveX, globalData.globalPlayerLastMoveY);

        currentEnemyExists = true;

        if (boundBox == null)
        {
            //boundBox = FindObjectOfType<BoundsScript>().GetComponent<BoxCollider2D>();
            boundBox  = playerBoundBoxObject.GetComponent <BoxCollider2D>();
            minBounds = boundBox.bounds.min;
            maxBounds = boundBox.bounds.max;
        }

        minBounds = boundBox.bounds.min;
        maxBounds = boundBox.bounds.max;

        deathStrike = false;

        playerOldHealth = playerNewHealth;

        strikeBlock = false;

        strikeBlockCounter = 1f;

        noDamageIsTaken = true;

        preAttack   = false;
        recovAttack = false;

        preAttackCounter   = 0.2f;
        recovAttackCounter = 0.3f;
        attackTimeCounter  = 10;

        attackingCounterNew = 0.06f;

        specialMove = false;

        wasMoving      = false;
        wasSprint      = false;
        sprintTimer    = 0.2f;
        sprintPossible = false;

        // if (globalData.globalPlayerLockOn == 1)
        // {
        //     lockOn = false;
        // }
        // else
        // {
        //     lockOn = false;
        // }

        lockOn          = false;
        newListBool     = true;
        switchEnemyBool = true;

        equipmentBuffManagerScript = FindObjectOfType <EquipmentBuffManager>();

        lockOnImage = GameObject.Find("lockOnImage");
        lockOnImage.SetActive(false);
    }
コード例 #10
0
 // Start is called before the first frame update
 void Start()
 {
     enemyHp = GetComponent <HurtEnemy>();
 }
コード例 #11
0
ファイル: PlayerShoot.cs プロジェクト: JBazte/OrtSurvival
    // Update is called once per frame
    void Update()
    {
        bool isMoving = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.W);

        if (isMoving && Input.GetKey(KeyCode.A) && Input.GetButton("ShootRight"))
        {
            anim.SetBool("ShootRight", true);
        }
        else
        {
            anim.SetBool("ShootRight", false);
        }
        if (isMoving && Input.GetKey(KeyCode.D) && Input.GetButton("ShootLeft"))
        {
            anim.SetBool("ShootLeft", true);
        }
        else
        {
            anim.SetBool("ShootLeft", false);
        }
        if (isMoving && Input.GetKey(KeyCode.W) && Input.GetButton("ShootDown"))
        {
            anim.SetBool("ShootDown", true);
        }
        else
        {
            anim.SetBool("ShootDown", false);
        }
        if (isMoving && Input.GetKey(KeyCode.S) && Input.GetButton("ShootUp"))
        {
            anim.SetBool("ShootUp", true);
        }
        else
        {
            anim.SetBool("ShootUp", false);
        }
        if (isMoving && Input.GetKey(KeyCode.A) && Input.GetButton("ShootDown"))
        {
            anim.SetBool("ShootLeftFaceDown", true);
        }
        else
        {
            anim.SetBool("ShootLeftFaceDown", false);
        }
        if (isMoving && Input.GetKey(KeyCode.A) && Input.GetButton("ShootUp"))
        {
            anim.SetBool("ShootLeftFaceUp", true);
        }
        else
        {
            anim.SetBool("ShootLeftFaceUp", false);
        }
        if (isMoving && Input.GetKey(KeyCode.D) && Input.GetButton("ShootDown"))
        {
            anim.SetBool("ShootRightFaceDown", true);
        }
        else
        {
            anim.SetBool("ShootRightFaceDown", false);
        }
        if (isMoving && Input.GetKey(KeyCode.D) && Input.GetButton("ShootUp"))
        {
            anim.SetBool("ShootRightFaceUp", true);
        }
        else
        {
            anim.SetBool("ShootRightFaceUp", false);
        }
        if (isMoving && Input.GetKey(KeyCode.W) && Input.GetButton("ShootRight"))
        {
            anim.SetBool("ShootUpFaceRight", true);
        }
        else
        {
            anim.SetBool("ShootUpFaceRight", false);
        }
        if (isMoving && Input.GetKey(KeyCode.W) && Input.GetButton("ShootLeft"))
        {
            anim.SetBool("ShootUpFaceLeft", true);
        }
        else
        {
            anim.SetBool("ShootUpFaceLeft", false);
        }
        if (isMoving && Input.GetKey(KeyCode.S) && Input.GetButton("ShootRight"))
        {
            anim.SetBool("ShootDownFaceRight", true);
        }
        else
        {
            anim.SetBool("ShootDownFaceRight", false);
        }
        if (isMoving && Input.GetKey(KeyCode.S) && Input.GetButton("ShootLeft"))
        {
            anim.SetBool("ShootDownFaceLeft", true);
        }
        else
        {
            anim.SetBool("ShootDownFaceLeft", false);
        }
        if ((!isMoving && Input.GetButton("ShootRight")))
        {
            anim.SetBool("ShootIdleRight", true);
        }
        else
        {
            anim.SetBool("ShootIdleRight", false);
        }
        if ((!isMoving && Input.GetButton("ShootLeft")))
        {
            anim.SetBool("ShootIdleLeft", true);
        }
        else
        {
            anim.SetBool("ShootIdleLeft", false);
        }
        if ((!isMoving && Input.GetButton("ShootUp")))
        {
            anim.SetBool("ShootIdleUp", true);
        }
        else
        {
            anim.SetBool("ShootIdleUp", false);
        }
        if ((!isMoving && Input.GetButton("ShootDown")))
        {
            anim.SetBool("ShootIdleDown", true);
        }
        else
        {
            anim.SetBool("ShootIdleDown", false);
        }
        timeBetweenShots++;
        SHOOTING_DIRECTION dir = Input.GetButton("ShootRight") ?    SHOOTING_DIRECTION.RIGHT :
                                 Input.GetButton("ShootLeft") ?     SHOOTING_DIRECTION.LEFT :
                                 Input.GetButton("ShootUp") ?       SHOOTING_DIRECTION.UP :
                                 Input.GetButton("ShootDown") ?     SHOOTING_DIRECTION.DOWN : SHOOTING_DIRECTION.NONE;

        if (timeBetweenShots > ShotDelay)
        {
            if (dir != SHOOTING_DIRECTION.NONE)
            {
                GameObject P       = (GameObject)Instantiate(projectilePrefab, transform.position, Quaternion.identity);
                HurtEnemy  pScript = P.GetComponent <HurtEnemy>();
                pScript.damageToGive = pScript.damageToGive + currentDamage;
                Projectile p = new Projectile(P, dir);
                Projectiles.Add(p);
                timeBetweenShots = 0;
            }
        }

        List <Projectile> deleteList = new List <Projectile>();

        foreach (Projectile goBullet in Projectiles)
        {
            if (goBullet.IsBulletDead())
            {
                //Agregar a projectiles a borrar
                deleteList.Add(goBullet);
            }
            else
            {
                goBullet.Update(Time.deltaTime);
            }
        }
        //Borrar todos los projectiles que corresponda
        foreach (Projectile delete in deleteList)
        {
            Projectiles.Remove(delete);
            //DestroyObject(delete);
        }
    }
コード例 #12
0
 // Use this for initialization
 void Start()
 {
     MaxHp  = FindObjectOfType <PlayerHealthManager> ();
     Attack = FindObjectOfType <HurtEnemy> ();
 }