// Use this for initialization void Awake() { anim = GetComponent<Animator>(); playerMovement = GetComponent<PlayerMovement>(); playerAttack = GetComponentInChildren<PlayerAttack>(); currentHealth = startingHealth; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag ("Player"); playerLifeScript = player.gameObject.GetComponent ("CharacterControllerScript") as CharacterControllerScript; playerEnergyScript = player.gameObject.GetComponent ("PlayerAttack") as PlayerAttack; }
public override void Awake(){ base.Awake(); CameraControl.main.AddTarget(this.transform); motor = GetComponent<MoveAttacker>(); atk = GetComponent<PlayerAttack>(); }
void Awake () { onFire = false; announcerAudio = GetComponents<AudioSource> () [1]; playerAttack = GetComponent<PlayerAttack> (); canvas = GameObject.Find ("HUDCanvas"); //Debug.Log ("PlayerHealthUI_" + playerAttack.playerNum); inGameHealthUI = canvas.GetComponent<RectTransform> ().Find ("PlayerHealthUI_" + playerAttack.playerNum) .GetComponent<InGameHealthUI>(); inGameHealthUI.playerHealth = this; rigid = GetComponent<Rigidbody> (); gm = GameObject.Find ("GameManager").GetComponent<GameManager> (); uim = GameObject.Find ("GameManager").GetComponent<UI_Manager> (); joystickNum = playerAttack.joystickNum; damageReduction = 1; allgrounds = GameObject.FindGameObjectsWithTag("Island"); anim = GetComponent <Animation> (); playerAudio = GetComponent <AudioSource> (); playerMovement = GetComponent <PlayerMovement> (); //playerShooting = GetComponentInChildren <PlayerShooting> (); currentHealth = startingHealth; SetupHealthUI (); }
// Use this for initializationl public override void Start () { base.Start (); //set up basic stats MaxHitPoints = 120; HitPoints = 120; //set up the list of attacks PlayerAttack attack1 = new PlayerAttack(); attack1.Name = "Gas Blast"; attack1.Description = "Unleashes a blast of foul-smelling gas upon the target, dealing damage."; attack1.Power = 240; attack1.Accuracy = 100; attack1.Type = AttackType.Damage; PlayerAttack attack2 = new PlayerAttack(); attack2.Name = "Can of Beans"; attack2.Description = "A delicious can of baked beans, scientifically proven to promote good heart health."; attack2.Power = MaxHitPoints; attack2.Accuracy = 100; attack2.Type = AttackType.Heal; Attacks.Add (attack1); Attacks.Add (attack2); }
// Use this for initialization void Start () { //get the PlayerDirection.cs in the component dir = this.GetComponent<PlayerDirection> (); //get the character controller in the component controller = this.GetComponent<CharacterController> (); playerAttack = this.GetComponent<PlayerAttack>(); }
// Use this for initialization void Start() { isintheroom = false; playerAttack = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerAttack>(); player = GameObject.FindGameObjectWithTag("Player"); scriptPersonnage = GameObject.FindGameObjectWithTag("Player").GetComponent<ScriptPersonnage>(); }
public void levelUP(PlayerEnergy playerEnergy, PlayerAttack playerAttack) { // level up /* * if the score >= the score required to level up(lvlScore), the player will level up. * the lvlScore will be multiplied by 3 */ level++; scoreLevel *= 3; switch (level) { case 1: playerEnergy.setMaxEnergy (110); playerAttack.setAtk (2); break; case 2: playerEnergy.setMaxEnergy (120); playerAttack.setAtk (3); break; case 3: playerEnergy.setMaxEnergy (130); playerAttack.setAtk (4); break; case 4: playerEnergy.setMaxEnergy (140); playerAttack.setAtk (5); break; case 5: playerEnergy.setMaxEnergy (150); playerAttack.setAtk (6); break; } }
public Animator anim; // The animator component from the player. public void Start() { playerManager = GetComponent<PlayerManager>(); playerController = GetComponent<PlayerController>(); playerAttack = GetComponent<PlayerAttack>(); anim = GetComponent<Animator>(); }
void Start () { // initialize player's attributes player = GameObject.FindGameObjectWithTag("Player"); // find player's gamobject in the scene playerAttribute = player.GetComponent<Player> (); playerScore = player.GetComponent<PlayerScore> (); playerAttack = player.GetComponent<PlayerAttack> (); }
public void Awake() { playerController = GetComponent<PlayerController>(); playerAttack = GetComponentInChildren<PlayerAttack>(); anim = GetComponent<Animator>(); currentHealth = startHealth; }
// Use this for initialization void Start () { stamina = maxStamina; pc = this.gameObject.GetComponent<PlayerControler>(); pa = this.gameObject.GetComponent<PlayerAttack>(); anim = this.gameObject.GetComponent<Animator>(); }
void Awake() { playerAttack = GameObject.Find("PlayerBody").GetComponent<PlayerAttack>(); //Debug.Log (GameObject.Find("PlayerBody").GetComponent<PlayerAttack>()); attackForce = playerAttack.attackForce; playerTransform = GameObject.FindGameObjectWithTag ("Player").transform; }
// Use this for initializationl public override void Start () { base.Start (); //set up basic stats MaxHitPoints = 120; HitPoints = 120; //set up the list of attacks PlayerAttack attack1 = new PlayerAttack(); attack1.Name = "Slam Dunk"; attack1.Description = "Scores a totally radical slam dunk, damaging a single target."; attack1.Power = 120; attack1.Accuracy = 100; attack1.Type = AttackType.Damage; PlayerAttack attack2 = new PlayerAttack(); attack2.Name = "Gatorade\u2122 Sports Drink"; attack2.Description = "Real athletes literally sweat this substance. Restores health."; attack2.Power = MaxHitPoints; attack2.Accuracy = 100; attack2.Type = AttackType.Heal; Attacks.Add (attack1); Attacks.Add (attack2); originalBasketball = transform.GetChild (0); originalBasketballLocalPos = originalBasketball.transform.localPosition; attacksketball = Instantiate(originalBasketball) as Transform; attacksketball.renderer.enabled = false; attacksketball.transform.position = transform.position; }
private void Awake() { _rigidbody = GetComponent<Rigidbody2D>(); _attack = GetComponent<PlayerAttack>(); Player.Died += Die; }
// Use this for initialization void Start() { p = GameObject.Find ("Player"); pStats = p.GetComponent<PlayerStats> (); pMove = p.GetComponent<MoveTest> (); pAttack = p.GetComponent<PlayerAttack> (); isAlive = true; }
// Use this for initialization void Start () { //at the beginning, no click action. //set the target position as the current position targetPosition = transform.position; //get the PlayerWalk.cs component playerWalk = this.GetComponent<PlayerWalk> (); attack = this.GetComponent<PlayerAttack> (); }
public void SetWithTemplate(ref PlayerAttack playerAttack) { playerAttack.Damage = damage; playerAttack.BaseAttackTime = baseAttackTime; playerAttack.AttackRange = attackRange; playerAttack.AttackDuration = attackDuration; playerAttack.AttackSprites = attackSprites; }
// Use this for initialization void Start () { playerManager = GetComponent<PlayerManager>(); playerAttack = GetComponent<PlayerAttack>(); playerAnimation = GetComponent<PlayerAnimation>(); rigidBody = GetComponent<Rigidbody>(); trans = GetComponent<Transform>(); }
void Awake() { playerAttack = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerAttack> (); Rigidbody bulletRB = GetComponent<Rigidbody> (); Vector3 direction = playerAttack.GetShotDirection (); bulletRB.AddForce (direction.normalized * bulletSpeed); }
void Start() { playerAnimationControll=TranscriptManager._instance.player.GetComponent<PlayerAnimationControll>(); playerAttack = TranscriptManager._instance.player.GetComponent<PlayerAttack>(); if(transform.Find("Mask")) maskSprite = transform.Find("Mask").GetComponent<UISprite>(); btn = this.GetComponent<UIButton>(); }
void Start() { _inputToggle = GetComponent<ToggleEnableInput>(); _attack = GetComponent<PlayerAttack>(); _block = GetComponent<PlayerBlock>(); _movement = GetComponent<PlayerMovement>(); _rotation = GameObject.Find("CameraController").GetComponent<CameraMovement>(); _dodge = GetComponent<PlayerRoll>(); }
void Awake() { anim = GetComponent<Animator>(); playerAudio = GetComponent<AudioSource>(); playerMove = GetComponent<PlayerMove>(); playerAttacking = GetComponentInChildren<PlayerAttack>(); currentHealth = startingHealth; }
// Use this for initialization void Awake() { healthSlider.maxValue = startingHealth; healthSlider.value = startingHealth; anim = GetComponent<Animator>(); playerAudio = GetComponent<AudioSource>(); playerMovement = GetComponent<PlayerMovement>(); playerAttack = GetComponentInChildren<PlayerAttack>(); currentHealth = startingHealth; }
private bool isSyncPlayerAnimation = false; //表示是否需要同步动画 void Start() { player = GetComponent<Player>(); if (GameController.Instance.battleType == BattleType.Team && player.roleID == PhotonEngine.Instance.role.ID) //当前角色属于当前客户端 { battleController = GameController.Instance.GetComponent<BattleController>(); isSyncPlayerAnimation = true; } anim = this.GetComponent<Animator>(); playerAttack = GetComponent<PlayerAttack>(); }
//int IsMoving = Animator.StringToHash("IsMoving"); //int IsMovingY = Animator.StringToHash("IsMovingY"); // Use this for initialization void Start() { anim = GetComponent<Animator> (); pStats = GetComponent<PlayerStats> (); pAttack = GetComponent<PlayerAttack> (); controller = GetComponent<CharacterController> (); isRight = 1; checkpoint = transform.position; }
// other methods public void isExhausted(PlayerAttack playerAttack, Text energyGUI) { // is currently exhausted energy += 0.25f; if (energyPercent < 100) { energyGUI.color = Color.red; playerAttack.setCanAttack (false); } else { energyGUI.color = Color.white; playerAttack.setCanAttack (true); } }
void Start() { anim = this.GetComponent<Animator>(); playerAttack = this.GetComponent<PlayerAttack>(); if (GameController.Instance.battleType == BattleType.Team && isCanControl) { battleController = GameController.Instance.GetComponent<BattleController>(); InvokeRepeating("SyncPositionAndRotation",0,1f/30f); InvokeRepeating("SyncMoveAnimation",0,1f/30f); } }
/// <summary> /// Start /// </summary> private void Start() { //hud = GameObjectTools.GetComponentInChildren<menu_in_game_hud>(FindObjectOfType<menu_in_game>().gameObject); //hud = FindObjectOfType<menu_in_game>().gameObject.GetComponentInChildrenB<menu_in_game_hud>(); //hud = GetComponentsInChildren<menu_in_game_hud>(true)[0]; //menu_in_game m = FindObjectOfType<menu_in_game>(); //hud = m.GetComponentsInChildren<menu_in_game_hud>(true)[0]; pm = GetComponent<PlayerMotor>(); cam = GetComponent<PlayerCamera>(); cl = GetComponent<PlayerClimbing>(); atk = GetComponent<PlayerAttack>(); }
public static void CreateChildPlayerAttack(PlayerAttack parent, Action<PlayerAttack> function) { GameObject attack = new GameObject(); attack.transform.parent = parent.transform; PlayerAttack item = attack.AddComponent<PlayerAttack>(); item.Init(); function(item); item.AccessAttackHandler = parent.AccessAttackHandler; var instance = PrefabUtility.FindPrefabRoot(parent.gameObject); PrefabUtility.ReplacePrefab(instance, PrefabUtility.GetPrefabParent(instance), ReplacePrefabOptions.ConnectToPrefab); }
void Start() { playerAttack = GetComponent <PlayerAttack>(); }
public virtual void OnInstantPassive(PlayerAttack attackObj) { InitAttack(attackObj); }
void Start() { // 플레이어 게임 오브젝트에 붙어있는 Animator 클래스와 PlayerAttack 클래스를 변수에 할당받습니다. avatar = GetComponent <Animator>(); playerAttack = GetComponent <PlayerAttack>(); }
private void Start() { pattack = GameObject.FindWithTag("Player").GetComponent <PlayerAttack>(); animator = GetComponent <Animator>(); }
public void GainArtifact(Artifact.Title title) { Artifact artifact = new Artifact(); Artifact.Type type = artifact.GetArtifactType(title); int i = 6; if (type == Artifact.Type.AbilityWeak) { i = 0; if (PlayerAttack.occupied[0]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[0]); } } else if (type == Artifact.Type.AbilityStrong) { i = 1; if (PlayerAttack.occupied[1]) { i = 2; if (PlayerAttack.occupied[2]) { i = 1; artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[1]); } } } else if (type == Artifact.Type.Helmet) { i = 3; if (PlayerAttack.occupied[3]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[3]); } } else if (type == Artifact.Type.Armor) { i = 4; if (PlayerAttack.occupied[4]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[4]); } } else if (type == Artifact.Type.Gauntlet) { i = 5; if (PlayerAttack.occupied[5]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[5]); } } if (i < 6) { PlayerAttack.title[i] = title; PlayerAttack.Abilities[i].GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Artifacts/" + title.ToString()); PlayerAttack.occupied[i] = true; PlayerAttack.description[i] = artifact.GetDescription(title, i); AbilityStat abilityStat = new AbilityStat(); abilityStat.UpdateStat(title, i); PlayerAttack attack = new PlayerAttack(); attack.DisplayAbility(i); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); attackScript = player.GetComponent <PlayerAttack>(); }
// THis probably needs to be split into two different classes for Player/Enemy projectiles void Awake() { playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); enemyAttack = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyAttack>(); playerAttack = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAttack>(); }
WaitForSeconds turnDuration; //Will count down the turn duration. void Awake() { //Fill references playerAttack = FindObjectOfType <PlayerAttack>(); playerMovement = FindObjectOfType <PlayerMovement>(); }
protected override void Start() { base.Start(); attack = player.GetComponent <PlayerAttack>(); }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Attack") { PlayerAttack attacker = col.transform.parent.GetComponent <PlayerAttack>(); PlayerAttack.Attack attack; if (col.name.Equals("Bair")) { attack = attacker.Bair; } else if (col.name.Equals("Fair")) { attack = attacker.Fair; } else if (col.name.Equals("Uair")) { attack = attacker.Uair; } else if (col.name.Equals("Dair")) { attack = attacker.Dair; } else if (col.name.Equals("Nair")) { attack = attacker.Nair; } else if (col.name.Equals("Ftilt")) { attack = attacker.Ftilt; } else if (col.name.Equals("Utilt")) { attack = attacker.Utilt; } else if (col.name.Equals("Dtilt")) { attack = attacker.Dtilt; } else if (col.name.Equals("Jab")) { attack = attacker.Jab; } else { Debug.Log("UNKNOWN ATTACK: " + col.name); Debug.Log("Defaulting to attacker's jab"); attack = attacker.Jab; } //If attacking player is flipped, flip attack knockback direction as well if (!col.transform.parent.GetComponent <Player>().facingRight) { attack.knockbackDirection = new Vector2(attack.knockbackDirection.x * -1, attack.knockbackDirection.y); } p.PlayerStagger(attack); } if (col.tag == "Projectile") { PlayerAttack attacker = col.GetComponent <ProjectileScript>().shooter.GetComponent <PlayerAttack>(); PlayerAttack.Attack attack = new PlayerAttack.Attack(); attack.hitbox = col.gameObject; attack.attackDamage = attacker.projectileDamage; attack.knockbackAmount = attacker.projectileKnockback; attack.knockbackDirection = col.GetComponent <Rigidbody2D>().velocity.normalized; p.PlayerStagger(attack); } if (col.tag == "Grab") { Debug.Log("Player Grabbed!"); this.transform.parent.parent = col.transform.parent; col.transform.parent.GetComponent <Animator>().SetTrigger("Grab Success"); col.transform.parent.GetComponent <Animator>().ResetTrigger("Grab Release"); anim.SetTrigger("Grabbed"); p.rb.simulated = false; Invoke("EscapeGrab", 5); //HOW DO CANCEL INVOKE? return; } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PlayerAttack.GetInstance().NormalAttack(); }
// Start is called before the first frame update void Start() { ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerStatus>(); pa = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerAttack>(); }
void Start() { avatar = GetComponent <Animator>(); playerAttack = GetComponent <PlayerAttack> (); Physics.gravity = new Vector3(0, -25, 0); }
public void Start() { playerAttack = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAttack>(); }
void Start() { player = FindObjectOfType <PlayerAttack> (); }
// Set which action of the selected unit is currently being used public void SelectAction(int actionIndex) { RemoveHighlightedTiles(); currentRuleset = selectedUnit.GetAction(actionIndex).ruleset; if (currentAttack == PlayerAttack.lightningSpecial && actionIndex != 2) { lightningAttackHex1 = null; } // set the current attack if (selectedUnit == earthUnit) { if (actionIndex == 1) { currentAttack = PlayerAttack.earthBasic; } else if (actionIndex == 2) { currentAttack = PlayerAttack.earthSpecial; } } else if (selectedUnit == lightningUnit) { if (actionIndex == 1) { currentAttack = PlayerAttack.lightningBasic; } else if (actionIndex == 2) { currentAttack = PlayerAttack.lightningSpecial; } } if (threatHeightlightTiles) { HighlightEnemiesThreatTiles(enemiesAlive, enemyThreatColor); } // Highlight area in range to walk if (currentRuleset.actionType == ActionType.movement) { HighlightTilesInRange(selectedUnit.MoveRange, null, true, true); } // Highlight area in range to attack if (currentRuleset.actionType == ActionType.attack) { if (selectedUnit == earthUnit) { HighlightTilesInRange(selectedUnit.AttackRange, null, false, true, true); } else if (selectedUnit == lightningUnit) { HighlightTilesInRange(selectedUnit.AttackRange, null, false, true, false); } } // Highlight area in range to special attack if (currentRuleset.actionType == ActionType.specialAttack) { HighlightTilesInRange(selectedUnit.SpecialAttackRange, null, false, true); } }
// Start is called before the first frame update void Start() { targetPosition = transform.position; playerMove = GetComponent <PlayerMove>(); playerAttack = GetComponent <PlayerAttack>(); }
private void OnTriggerEnter(Collider other) { if (other.name.Equals("Sphere")) { int otherPlayerId = other.GetComponentInParent <Player>().id; if (otherPlayerId != id) { bool isOnShip = GameServer.clients[otherPlayerId].player.data.is_on_ship; /*if (isOnShip) * { * ServerSend.DestroyPlayerCharacter(id, otherPlayerId); * }*/ ServerSend.ActivateShip(id, otherPlayerId); ServerSend.Stats(otherPlayerId, id); ServerSend.Buffs(otherPlayerId, id); } } else if (other.name.Equals("PlayerSphere")) { int otherPlayerId = other.GetComponentInParent <PlayerCharacter>().id; if (otherPlayerId != id) { ServerSend.ActivatePlayerCharacter(id, otherPlayerId); ServerSend.Stats(otherPlayerId, id); ServerSend.Buffs(otherPlayerId, id); Player player = GameServer.clients[otherPlayerId].player; if (player.playerMovement.agent.enabled) { ServerSend.DeactivatePlayerMovement(otherPlayerId, player.playerInstance.transform.position); } else { ServerSend.ActivatePlayerMovement(otherPlayerId, player.playerInstance.transform.position); } } } else if (other.tag.Equals("Resource")) { gatheringEnabled = true; currentResource = other.gameObject; } else if (other.tag.Equals("Dock")) { dock = other.gameObject; isOnDock = true; } else if (other.tag.Equals("CraftingSpot")) { craftingEnabled = true; craftingSpot = other.GetComponent <CraftingSpot>(); } else if (other.tag == "Trader") { tradingEnabled = true; trader = other.gameObject.GetComponent <Trader>(); } else if (other.tag == "TradeBroker") { tradeBrokerEnabled = true; } else if (other.tag == "Weapon") { PlayerAttack.OnPlayerAttack(this, other); } else if (other.name.Equals("NPCSphere")) { int npcId = other.GetComponentInParent <NPC>().id; ServerSend.NPCStats(npcId, id); ServerSend.ActivateNPC(id, npcId); } else if (other.name.Equals("DamageCollider")) { NPC npc = other.GetComponentInParent <NPC>(); DamageColliderInfo info = other.GetComponent <DamageColliderInfo>(); NPCAttack.OnNPCAttack(info, npc, this); } }
// Use this for initialization void Start() { instance = this; }
void Start() { move = GetComponent <PlayerMove>(); anima = GetComponent <Animation>(); playerAttack = GetComponent <PlayerAttack>(); }
// Start is called before the first frame update void Start() { Player = GetComponent <PlayerAttack>(); //on fait réference au script PlayerAttack pour pouvoir accéder les variables qu'elle contient }
public PlayerAttack() { Current = this; }
void Awake() { m_playerAttack = GameComponents.Player.GetComponent <PlayerAttack>(); m_momentumManager = GameComponents.Player.GetComponent <MomentumManager>(); }
// Use this for initialization void Start() { anim = gameObject.GetComponent <Animator>(); attack = gameObject.GetComponentInChildren <PlayerAttack>(); }
private void Awake() { anim = GetComponent <Animator>(); playerAttack = GetComponentInChildren <PlayerAttack>(); }
// Use this for initialization void Start() { pa = GameObject.Find("Player").GetComponent <PlayerAttack>(); }
public virtual void OnDelayedPassive(PlayerAttack attackObj) { InitAttack(attackObj); }
private void Start() { _playerAttack = GetComponent <PlayerAttack>(); _playerJump = GetComponent <PlayerJump>(); }
// Use this for initialization void Start() { playerMovement = GetComponent <PlayerMovement>(); playerHealth = GetComponent <PlayerHealth>(); playerAttack = GetComponent <PlayerAttack>(); }
void Start() { avatar = GetComponent <Animator>(); playerAttack = GetComponent <PlayerAttack>(); }