void Start() { //grab refs player = GameObject.FindGameObjectWithTag("Player"); mp = player.GetComponent <MovePlayer>(); theText = GetComponent <Text>(); if (textLines.Length == 0) { textLines = (theText.text.Split('\n')); } if (endAtLine == 0) { endAtLine = textLines.Length; } if (!enableAtStart) { theText.enabled = false; } else { EnableDialogue(); } }
/// <summary> /// Constructors a new player. /// </summary> public LevelPlayer(Vector2 position) { movePlayer = new MovePlayer(); #region Moves List // Construct the master list of moves. moves = new Move[] { new Move(Enums.MoveState.Punch, Buttons.X), new Move(Enums.MoveState.Kick, Buttons.A), new Move(Enums.MoveState.SpecialCombo, Buttons.X | Buttons.A), new Move(Enums.MoveState.ComboKick, Direction.Down, Direction.DownRight, Direction.Right | Buttons.A), new Move(Enums.MoveState.ComboKick, Direction.Down, Direction.DownLeft, Direction.Left | Buttons.A), new Move(Enums.MoveState.FirePunch1, Direction.Down, Direction.DownRight, Direction.Right | Buttons.X), new Move(Enums.MoveState.FirePunch1, Direction.Down, Direction.DownLeft, Direction.Left | Buttons.X), new Move(Enums.MoveState.FinalCombo2, Buttons.B), }; #endregion // Construct a move list which will store its own copy of the moves array. moveList = new MoveList(moves); // Create an InputManager for player with a sufficiently large buffer. inputManager = new GamePlayInput((PlayerIndex)0, moveList.LongestMoveLength); Alive = true; Lives = 3; ComboCount = 3; Lv = 1; AttackStrength = 3; chainMoves.Capacity = 3; LoadContent(); Reset(position); }
public void SwitchPlayers() { MovePlayer player1Script = (MovePlayer)Player1.GetComponent(typeof(MovePlayer)); MovePlayer player2Script = (MovePlayer)Player2.GetComponent(typeof(MovePlayer)); player1Script.ControlsActive = false; player2Script.ControlsActive = false; // evtl Invoke mit Delay Material tempMaterial = _player1Color; _player1Color = _player2Color; _player2Color = tempMaterial; Player1.transform.GetChild(0).GetComponent <Renderer>().material = _player1Color; Player2.transform.GetChild(0).GetComponent <Renderer>().material = _player2Color; Player1.GetComponent <Renderer>().material = _player1Color; Player2.GetComponent <Renderer>().material = _player2Color; Player1Shadow.GetComponent <Renderer>().material = _player1Color; Player2Shadow.GetComponent <Renderer>().material = _player2Color; KeyCode tempKeyLeft = player1Script.KeyLeft; KeyCode tempKeyRight = player1Script.KeyRight; player1Script.KeyLeft = player2Script.KeyLeft; player1Script.KeyRight = player2Script.KeyRight; player2Script.KeyLeft = tempKeyLeft; player2Script.KeyRight = tempKeyRight; player1Script.ControlsActive = true; player2Script.ControlsActive = true; }
// Use this for initialization void Start() { me = this; // The axes names are based on player number. m_MovementAxisName = "Vertical"; m_TurnAxisName = "Horizontal"; }
public override void Initialize() { Name = "Atop Stalactite"; Synonyms.Are("atop", "stalactite"); Description = "A large stalactite extends from the roof and almost reaches the floor below. " + "You could climb down it, and jump from it to the floor, " + "but having done so you would be unable to reach it to climb back up."; NorthTo <SecretNSCanyon1>(); DownTo(() => { if (Random.Number(1, 100) <= 40) { return(Rooms.Get <AlikeMaze6>()); } if (Random.Number(1, 100) <= 50) { return(Rooms.Get <AlikeMaze9>()); } return(Rooms.Get <AlikeMaze4>()); }); Before <Climb>(() => { MovePlayer.To(DOWN()); return(true); }); }
private IEnumerator Normal(MovePlayer mp, PlayerCombat pc) { yield return(new WaitForSeconds(2f)); //mp.runSpeed = pc.regSpeed; Destroy(gameObject); }
//look more into the spikes & how to apply force for the upwards bump private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { if (collision.gameObject.name == "PlayerFeetCollider") { Player p = collision.gameObject.GetComponentInParent <Player>(); MovePlayer mp = collision.gameObject.GetComponentInParent <MovePlayer>(); MoveAnimation ma = collision.gameObject.GetComponent <MoveAnimation>(); mp.isGrounded = true; if (!p.invincible) { StartCoroutine(ma.playHurtAnimation()); StartCoroutine(p.SetInvincible()); p.LoseHP(damage); } collision.transform.parent.GetComponent <Rigidbody2D>().AddForce(transform.up * reboundForce); } else { Player p = collision.gameObject.GetComponent <Player>(); MovePlayer mp = collision.gameObject.GetComponent <MovePlayer>(); MoveAnimation ma = collision.gameObject.GetComponent <MoveAnimation>(); mp.isGrounded = true; if (!p.invincible) { StartCoroutine(ma.playHurtAnimation()); StartCoroutine(p.SetInvincible()); p.LoseHP(damage); } collision.rigidbody.AddForce(transform.up * reboundForce); } } }
// Use this for initialization void Awake() { thisBody = gameObject.GetComponent <Rigidbody2D> (); layerHandler = GameObject.Find("Handler").GetComponent <LayerHandler>(); this.gameState = GameObject.Find("Handler").GetComponent <GameState> (); characterMovePlayer = gameObject.GetComponent <MovePlayer> (); }
void Start() { MovePlayer movePlayer = gameObject.GetComponent <MovePlayer>(); playerInfo = movePlayer.playerInfo; conversationDialogueInfo = movePlayer.conversationDialogueInfo; }
void Awake() { numberQuestResolve = 0; _numberScene = SceneManager.GetActiveScene().buildIndex; if (PlayerPrefs.HasKey("avatarSelect")) { int __tempNumberPool = PlayerPrefs.GetInt("avatarSelect"); poolAvatar[__tempNumberPool].SetActive(true); _avatarQuestCurrent = poolAvatarQuest[__tempNumberPool]; player = poolAvatar[__tempNumberPool].GetComponent <MovePlayer>(); feedBackActive = poolFeedBackPosition[__tempNumberPool]; camPosition.playerPosition = poolAvatar[__tempNumberPool].transform; } else { poolAvatar[0].SetActive(true); player = poolAvatar[0].GetComponent <MovePlayer>(); feedBackActive = poolFeedBackPosition[0]; camPosition.playerPosition = poolAvatar[0].transform; } if (_numberScene == 3) { player.CanWalk(false); } _numberPointsForLevel = 0; }
private void Awake() { mp = FindObjectOfType <MovePlayer>(); innerTrap = GetComponentInChildren <InnerTrapTriggered>(); innerTrap.SetRadius(triggerRadius); dmg = GetComponent <Damage>(); }
private void Start() { spriteRender = gameObject.GetComponent <SpriteRenderer>(); player = GameObject.FindGameObjectWithTag("PLAYER").GetComponent <LocalPlayer>(); Mplayer = GameObject.FindGameObjectWithTag("PLAYER").GetComponent <MovePlayer>(); }
private IEnumerator LHCAnimation(float duration, float maxSpeed, AnimationCurve damping) { ToggleQuantumState(true); MovePlayer move = GetComponent <MovePlayer>(); move.enabled = false; float alpha = 0f; float initialTime = TimeLord.Instance.Now; Vector3 center = GameState.Instance.transform.position; Vector3 pos = (center - transform.position).normalized; float angle = Mathf.Atan2(pos.z, pos.x) + Mathf.PI; float radius = (transform.position - center).magnitude; while (alpha < 1f) { angle += TimeLord.Instance.DeltaTime * maxSpeed * damping.Evaluate(alpha); transform.position = center + new Vector3(radius * Mathf.Cos(angle), 0f, radius * Mathf.Sin(angle)); alpha = (TimeLord.Instance.Now - initialTime) / duration; yield return(new WaitForEndOfFrame()); } ToggleQuantumState(false); move.enabled = true; OnLHCFinished?.Invoke(); }
public void CharacterSpawned() { character = GameObject.Find("Character"); movePlayer = character.GetComponent <MovePlayer> (); activeBodypartSelector.SetBlockMove(move.IsBlockMove()); activeBodypartSelector.BodypartChanged("Head"); }
void Captured() { m_transform.position = Vector3.Lerp(m_transform.position, pointGrab, Time.deltaTime * velocityWalk); if (Vector3.Distance(m_transform.position, pointGrab) < 0.5f) { state = State.Patrol; m_player.transform.parent = null; m_player.rigidbody2D.velocity = Vector2.zero; m_player.rigidbody2D.isKinematic = false; m_player.rigidbody2D.AddForce(Vector2.up * forceUp, ForceMode2D.Impulse); MovePlayer.LockPlayer(false, "Hurricane"); } else { #region INTERPOLAÇAO CONSIDERANDO A POSIÇAO ATUAL // if(Vector3.Distance(m_player.localPosition, pointsGrabbed[indexGrabbed]) < 0.00005f) // indexGrabbed = indexGrabbed == 0 ? 1 : 0; // // m_player.localPosition = Vector3.Lerp(m_player.localPosition, pointsGrabbed[indexGrabbed], Time.deltaTime * velocityShotUp); #endregion #region INTERPOLAÇAO LINEAR SEM O INICIAL float lerpAngle = Mathf.Abs(Mathf.Sin(Time.time * velocityShotUp)); m_player.localPosition = Vector3.Lerp(pointsGrabbed[1], pointsGrabbed[0], lerpAngle); #endregion #region INTERPOLAÇAO USANDO SMOOTHDAMP // if(Vector3.Distance(m_player.localPosition, pointsGrabbed[indexGrabbed]) < 0.00005f) // indexGrabbed = indexGrabbed == 0 ? 1 : 0; // // m_player.localPosition = Vector3.SmoothDamp(m_player.localPosition, pointsGrabbed[indexGrabbed], ref velShotUp, velocityShotUp, 30f); #endregion } }
void Start() { if (MP == null || MP != this) { MP = this; } }
void Start() { motor = GetComponent <MovePlayer>(); animator = GetComponent <Animator>(); shoot = GetComponent <Animator>(); controller = GetComponent <CharacterController>(); }
// Use this for initialization void Start() { isClicked = false; ClickedWin = false; this.isCorrect = false; this.index = 0; source = GetComponent <AudioSource>(); this.source.Play(); GameObject gameControllerObject = GameObject.FindWithTag("Player"); if (gameControllerObject != null) { player = gameControllerObject.GetComponent <MovePlayer>(); } if (player == null) { Debug.Log("Cannot find 'GameController' script"); } //********************// //audio.Play(44100); AudioSource audio = GetComponent <AudioSource>(); audio.Play(); audio.clip = GameSound; //saudio.Stop(); //**************initialize the sounds*************// }
void Start() { MovePlayerS = GameObject.Find("player").GetComponent <MovePlayer>(); TransItemS = TransItem.GetComponent <Item>(); StartCoroutine("ItemSpawn"); }
private void Awake() { _player = GetComponent <MovePlayer>(); _uiManager = FindObjectOfType <UIManager>(); _livesIndicator = FindObjectOfType <LivesIndicator>(); _gameManager = FindObjectOfType <GameManager>(); }
// Update is called once per frame void Update() { GameObject go = GameObject.Find("Player"); MovePlayer movePlayer = go.GetComponent <MovePlayer> (); text.text = movePlayer.Moves.ToString(); }
//END DATABASE void Awake() { movePlayer = GameObject.FindObjectOfType <MovePlayer>(); cube4Move = GameObject.FindObjectOfType <Cube4Move>(); //moveCubeN1 = GameObject.FindObjectOfType<MoveCubeN1>(); moveCubeN1 = GameObject.FindObjectOfType <Cube1Move>(); escenaLogIn = GameObject.FindObjectOfType <EscenaLogIn>(); }
private void OnTriggerExit(Collider other) { if (other.GetComponent <MovePlayer>() != null) { MovePlayer p = other.GetComponent <MovePlayer>(); p.IsSafe = false; } }
void OnTriggerEnter(Collider other) { if (other.GetComponent <MovePlayer>() != null) { MovePlayer p = other.GetComponent <MovePlayer>(); p.IsSafe = true; } }
// Use this for initialization void Start() { rig = GetComponent <Rigidbody2D>(); movement = GetComponent <MovePlayer>(); health = maxHealth; healthText.text = health.ToString(); rig.AddForce(Vector2.down); }
void Awake() { mAnim = this.GetComponent <Animator>(); mMovePlayer = this.GetComponent <MovePlayer>(); render = this.transform.Find(Tags.PlayerTagName).renderer as SkinnedMeshRenderer; mGameManager = GameObject.FindGameObjectWithTag(Tags.GameManagerTagName).GetComponent <GameManager>(); mPlayerHP = GameObject.Find("Canvas/LifeHP").GetComponent <Text>(); }
private void Awake() { lightCollider = GameObject.Find("LightCollider").GetComponent <MeshCollider>(); coll = GetComponent <SphereCollider>(); player = GameObject.FindGameObjectWithTag("Player"); movePlayer = player.GetComponent <MovePlayer>(); animator = transform.parent.GetComponent <Animator>(); }
// Use this for initialization void Start() { MOVEMENT = GameObject.Find("Main Camera").GetComponent <MovePlayer> (); GAMEDATA = GameObject.Find("GameData").GetComponent <GameData> (); PlayerMenu.SetActive(false); PlayerName.text = GAMEDATA.PLAYERNAME; HEALTH.text = System.Convert.ToString(GAMEDATA.currentTeam.teamHealth); }
void Awake() { playerMovement = GetComponent<MovePlayer>(); gui = GameObject.Find ("GuiControl").GetComponent<GameGUI>(); gui.ShowLevelTitle("Guiding Lights"); StartCoroutine(DisablePlayer(2)); StartCoroutine(InDarkness()); }
void Start() { //Game Controller is an object that should be found in every game scene!!! gameController = GameObject.Find("GameController").GetComponent <Selection>(); playerScript = GameObject.Find("Cubesat").GetComponent <MovePlayer> (); spriteCol = gameObject.GetComponent <SpriteRenderer> ().color; }
bool damaged; // True when the player gets damaged. void Awake() { // Setting up the references. playerMovement = GetComponent <MovePlayer>(); // Set the initial health of the player. currentHealth = startingHealth; }
// Use this for initializationштF void Start () { // Если название неправильное переименовываемся gameObject.name = gameObject.name.Replace("(Clone)", ""); //Присвоение переменных ItemObject = Resources.Load (gameObject.name) as GameObject; _inventory = GameObject.FindGameObjectWithTag("MainUI").GetComponent<Inventory>(); _movePlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<MovePlayer>(); }
// Use this for initialization void Start() { if (PossibleDialog == null) { print("Dialog : " + GameObject.FindGameObjectWithTag("Dialog").tag); PossibleDialog = GameObject.FindGameObjectWithTag("Dialog").GetComponents<DialogAction>(); print("Possible :" + PossibleDialog); } if (!Dialog) { print("Select Dialog"); int r = (int)Math.Round(UnityEngine.Random.Range(0f, (float) PossibleDialog.Length-1)); Dialog = PossibleDialog[r]; } _movePlayer = GameObject.FindWithTag("Player").GetComponent<MovePlayer>(); }
public GameObject[] all_items = new GameObject[10]; // Элементы инвентаря // Use this for initialization void Start () { _movePlayer = GameObject.FindGameObjectWithTag ("Player").GetComponent<MovePlayer> (); }
void Start() { movePlayer = GameObject.Find("Player").GetComponent<MovePlayer>(); }
void Start() { Screen.showCursor = false; timeElapsed = 0; coins = PlayerPrefsManager.GetCoins(); blockWhenNoGazeData = PlayerPrefsManager.GetControl(); GameObject.Find("Highscore").GetComponent<HighscoreScript>().UpdateCoins(coins); GameObject.Find("Highscore").GetComponent<HighscoreScript>().AddScoreValue(PlayerPrefsManager.GetScore()); lifeControl = GameObject.FindGameObjectWithTag("MainGUI").GetComponent<SubmarineLifeControl>(); movePlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<MovePlayer>(); shooting = GameObject.Find("gun").GetComponent<PlayerShooting>(); powerUpSpawner = GameObject.Find("GameController").GetComponent<PowerUpSpawner>(); }
private MovePlayer playerCtrl; // Reference to the PlayerControl script. #endregion Fields #region Methods void Awake() { // Setting up the references. anim = transform.root.gameObject.GetComponent<Animator>(); playerCtrl = transform.root.GetComponent<MovePlayer>(); }
void Awake() { AudioSource[] sources = GetComponents<AudioSource>(); portalSound = sources[0]; settings = GameObject.Find("GameStuff").GetComponent<Settings>(); movePlayer = GameObject.Find("Player").GetComponent<MovePlayer>(); roadTileSize = roadStraightPrefab.FindChild("baseSquare").renderer.bounds.size + new Vector3(0,0,10); }
public override void FindOtherObjects() { player = GameObject.Find("Submarine(Clone)"); movePlayer = player.GetComponent<MovePlayer>(); }
void Start() { score = 0; movePlayer = gameObject.GetComponent<MovePlayer>(); }