void Start() { baseStats = GetComponent <BasePlayerStats>(); // Initializes stats to baseVals. HP = baseStats.HP.Value; SPEED = baseStats.SPEED.Value; standSpeed = SPEED; crouchSpeed = SPEED / 3.2f; // Initializes some variables, mostly for foreign hitboxes. controller = GetComponent <PlayerController2D>(); headCheck = hCObj.GetComponent <HeadCheck>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(jumpTimeApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * jumpTimeApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); standSizeY = controller.boxCol2D.size.y; standOffsetY = controller.boxCol2D.offset.y; crouchSizeY = controller.boxCol2D.size.y / 2; crouchOffsetY = -.5f; moveSpeed = standSpeed; grabbing = false; }
public override void Start() { base.Start(); if (debugOnly) { if (GetComponent <Fighter>()) { Debug.LogError("Fighter Script found on PlayerAI"); } if (GetComponent <EnemyAI>()) { Debug.LogError("EnemyAI Script found on PlayerAI"); } if (GetComponent <InputHandler>()) { Debug.LogError("InputHandler Script found on PlayerAI"); } } cc = GetComponent <PlayerController2D>(); AIStates = new PlayerAIStates(); }
public PlayerHandAttackState(PlayerController2D player, PlayerStateMachine stateMachine, PlayerData data, int animationHash, int attackCombo) : base(player, stateMachine, data, animationHash, attackCombo) { CounterToAnim = new Dictionary <int, int>() { { 1, _attack1Hash }, { 2, _attack2Hash }, { 3, _attack3Hash }, { 4, _attack4Hash }, { 5, _attack5Hash } }; }
void Start() { _controller3D = transform.GetComponent <PlayerController3D>(); _controller2D = transform.GetComponent <PlayerController2D>(); _characterController = transform.GetComponent <CharacterController>(); Enable3D(); }
void Start() { cc = GetComponent <PlayerController2D>(); rb = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); moveset = GetComponent <MoveSet>(); input = GetComponent <InputHandler>(); anim = GetComponent <Animator>(); health = GetComponent <Health>(); audioSource = GetComponent <AudioSource>(); ailmentHandler = GetComponent <AilmentHandler>(); knockbackListener = GetComponent <KnockbackListener>(); cameraFocusPointDefaultPosition = cameraFocusPoint.transform.position; playerOffset = transform.position; spellList = FindObjectOfType <SpellDatabase>(); fas = GetComponent <FighterAnimationScript>(); input.player = this; input.spellDatabase = spellList; fas.fighter = this; fas.cc = cc; fas.anim = anim; gm = FindObjectOfType <GameManager>(); rm = FindObjectOfType <RespawnManager>(); maxNumberOfJumps++; cc.m_maxJumps = maxNumberOfJumps; cc.m_doubleJumpEnabled = canDoubleJump; comboTimer = defaultComboTime; }
// Use this for initialization void Start() { spawner = EnemySpawner.Instance; player = PlayerController2D.Instance; player.PlayerDie += OnPlayerDie; //StartCoroutine(CheckAroundDelay()); }
protected PlayerState(PlayerController2D player, PlayerStateMachine stateMachine, PlayerData data, int animationHash) { PlayerController = player; StateMachine = stateMachine; PlayerData = data; AnimationHash = animationHash; }
void Spawn() { //Debug.Log("entering player attack state"); Vector3 Owner_right = owner.mFacingRight ? new Vector3(1.0f, 0.0f, 0.0f) : new Vector3(-1.0f, 0.0f, 0.0f); Vector2 velocity = new Vector2(Owner_right.x, Owner_right.y) * Mathf.SmoothStep(0.0f, owner.mBeamProjectileSpeed, owner.mBeamCounter / owner.mBeamMax); float size = 5.0f * (owner.mBeamCounter / owner.mBeamMax); float offset = owner.mAnikiState == PlayerController2D.ANIKI_STATES.FRONTAL ? 1.0f : 1.5f; size = size > 1.5f ? size : 1.5f; if (owner.mAnikiOne.mHp != 0) { AttackCollider = PlayerController2D.Instantiate(owner.WaterProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0)) as GameObject; AttackCollider.transform.position = mAnikiOne.transform.position + Owner_right * offset; AttackCollider.GetComponent <Rigidbody2D>().velocity = velocity; AttackCollider.GetComponent <Transform>().localScale = new Vector3(size, size, 5.0f); } if (owner.mAnikiTwo.mHp != 0) { AttackCollider = PlayerController2D.Instantiate(owner.WaterProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0)) as GameObject; AttackCollider.transform.position = mAnikiTwo.transform.position + Owner_right * offset; AttackCollider.GetComponent <Rigidbody2D>().velocity = velocity; AttackCollider.GetComponent <Transform>().localScale = new Vector3(size, size, 5.0f); } //owner.playShoot(); }
// Start is called before the first frame update void Start() { //Retrieve player controller to move player with playerController = PlayerController2D.instance; //Possible room templates templates = GetComponent <RoomTemplates>(); switch (currentBiome) { case Biome.GRASS: biomeRooms = templates.grassRooms; break; case Biome.DUNGEON: biomeRooms = templates.dungeonRooms; break; default: break; } //Add first/start room AddRoom(templates.roomsPerBiome[currentBiome].rooms[0]); AddExits(gameObject.transform.GetChild(0)); //Register event for roomclear EnemySpawner.instance.OnAllEnemiesCleared += SpawnLoot; }
private void Start() { enemiesInRange = new List <GameObject>(); myAttackCollider = attackColliderObject.GetComponent <BoxCollider2D>(); myAnimator = this.GetComponent <Animator>(); myController = this.GetComponent <PlayerController2D>(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Patrol Marker") { moveSpeed *= -1; Debug.Log("collisions working"); if (_spriteRenderer.flipX == true) { _spriteRenderer.flipX = false; } else { _spriteRenderer.flipX = true; } } if (other.tag == "Player") { PlayerController2D player = other.GetComponent <PlayerController2D>(); if (player != null) { player.Damage(); } //EnemyExplosion(); } }
// Use this for initialization void Start() { //set gameobjects for plane scaling Plane1 = GameObject.Find("Plane 1"); Plane2 = GameObject.Find("Plane 2"); Plane3 = GameObject.Find("Plane 3"); Plane3.gameObject.SetActive(false); _currentPlane = 1; playerController2D = GetComponent <PlayerController2D>(); playerController2D.whatIsGround = LayerMask.GetMask("Plane 1"); //sets collision layers as layer numbers PlayerCollisionLayer = LayerMask.NameToLayer("Player"); Plane1CollisionLayer = LayerMask.NameToLayer("Plane 1"); Plane2CollisionLayer = LayerMask.NameToLayer("Plane 2"); Plane3CollisionLayer = LayerMask.NameToLayer("Plane 3"); //sets sprite variable to SpriteRenderer component sprite = GetComponent <SpriteRenderer>(); if (sprite) { sprite.sortingOrder = sortingOrder; sprite.sortingLayerName = Plane1SortingLayer; sprite.sortingOrder = 1; } }
// Start is called before the first frame update void Start() { player = FindObjectOfType <PlayerController2D>(); camera = FindObjectOfType <CameraController>(); rend = player.GetComponent <Renderer>(); healthManager = FindObjectOfType <HealthManager>(); }
public void Initialize(PlayerController2D player, PlayerData playerData) { _playerController = player; _playerData = playerData; _invencible = false; CreateAttacks(); }
void Start() { sentences = new Queue <string>(); names = new Queue <string>(); avatars = new Queue <Sprite>(); letterSounds = new Queue <AudioSource>(); player = FindObjectOfType <PlayerController2D>(); }
// Start is called before the first frame update void Start() { player = FindObjectOfType <PlayerController2D>(); if (player.transform.localRotation.y < 0) { speed = -speed; } }
// Use this for initialization void Start() { player = PlayerController2D.Instance; maxExp = levels[levelIndex].exp; player.PlayerDie += OnPlayerDie; //UpdateExpIndicator(); Restart(); }
void Awake() { spriteRender = GetComponentInParent <SpriteRenderer> (); GameObject player = GameObject.FindWithTag("Player"); playerRenderer = player.GetComponent <SpriteRenderer> (); playerController = player.GetComponent <PlayerController2D> (); }
void Start() { rightDir = transform.right; randomY = Random.Range(-spread, spread); rb2D = GetComponent <Rigidbody2D>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController2D>(); rightDir = (!playerController.facingRight) ? -rightDir : rightDir; }
protected void Awake() { playerController = GameObject.FindWithTag("Player").GetComponent <PlayerController2D>(); sequencer = GameObject.FindWithTag("Sequencer").GetComponent <Sequencer>(); messageDialogController = GameObject.FindWithTag("GUIController").GetComponent <MessageDialogController> (); playerController.canMove = false; windowsBehavior = GameObject.FindWithTag("GameController").GetComponent <WindowsBehavior> (); }
// Start is called before the first frame update void Start() { timeToHeal = 5.0f; player = FindObjectOfType <PlayerController2D>(); //Do the heal here StartCoroutine(HealOverTime()); }
// Update is called once per frame void Update() { if (player == null) { player = GameObject.Find("Player"); pc = player.GetComponent <PlayerController2D>(); } }
// Use this for initialization void Start() { jumpsLeft = maxJumps; controller = GetComponent <PlayerController2D>(); gravity = -(2 * jumpHeight / Mathf.Pow(timeToJumpApex, 2)); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
private void Awake() { if (instance != null) { Debug.LogWarning("Inventory is not a singleton"); } instance = this; }
void Awake() { playerController = player.GetComponent <PlayerController2D>(); playerAnimator = player.GetComponent <Animator>(); msgController = guiControllerGO.GetComponent <MessageDialogController>(); guiController = guiControllerGO.GetComponent <GUIController>(); }
void Start() { controller = GetComponent <PlayerController2D>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
void Awake() { playerController = player.GetComponent <PlayerController2D>(); girlStats = player.GetComponent <PlayableCharacter>().charStats; animator = player.GetComponent <Animator>(); msgController = GUIControllerGO.GetComponent <MessageDialogController>(); guiController = GUIControllerGO.GetComponent <GUIController>(); }
private void InputSetup() { playerInput = ReInput.players.GetPlayer(0); playerController = GetComponent <PlayerController2D>(); isInputInitialized = true; }
public void handleSplitCharacter(PlayerController2D initiator, PlayerController2D child1, PlayerController2D child2) { rigisterNewCharacter(child1); rigisterNewCharacter(child2); this.currentPlayer = characters.IndexOf(child1); this.deleteCharacter(initiator); pointArrowTo(currentPlayer); updateCurrentPlayerStatus(); }
private IEnumerator LoadSceneRoutine(string saveName) { bool destory = false; GameData saveGame = SaveGameData.LoadData(saveName); if (saveGame == null) { yield break; } if (!SceneManager.GetActiveScene().name.Equals(saveGame.level)) { destory = true; DontDestroyOnLoad(this); SceneManager.LoadScene(saveGame.level); } while (!SceneManager.GetActiveScene().name.Equals(saveGame.level)) { new WaitForSecondsRealtime(.5f); yield return(null); } //GameObject[] newSceneObj = SceneManager.GetSceneByName(saveGame.level).GetRootGameObjects(); PlayerController2D player = GameObject.Find("BurgerMan").GetComponent <PlayerController2D>(); player.maxHealth = saveGame.maxHealth; player.currentHealth = saveGame.currentHealth; player.currentLives = saveGame.currentLives; PlayerController2D.livesValue = saveGame.currentLives; player.moveSpeed = saveGame.moveSpeed; player.jumpForce = saveGame.jumpForce; player.transform.position = new Vector3(saveGame.playerPosition[0], saveGame.playerPosition[1], saveGame.playerPosition[2]); if (saveGame.level.Equals("Level1")) { SpawnSaveObj("Mouse", "Mouse", "", saveGame.mousePosition, saveGame.mouseScale); SpawnSaveObj("Enemy", "Enemy", "", saveGame.enemyPosistion, saveGame.enemyScale); SpawnSaveObj("Tomato", "FallingObjects", saveGame.fallingObjPosition, saveGame.fallingObjScale); SpawnSaveObj("dropFloor", "Floor", saveGame.droppingFloorPos, saveGame.droppingFloorScale); } else if (saveGame.level.Equals("Level2")) { SpawnSaveObj("TomatoSlice1.", "TomatoSlices", saveGame.tomatoSlicePos1, saveGame.tomatoSliceScale1); SpawnSaveObj("TomatoSlice2.", "TomatoSlices", saveGame.tomatoSlicePos2, saveGame.tomatoSliceScale2); SpawnSaveObj("Enemy", "BurgerEnemies", saveGame.burgerEnemiesPos, saveGame.burgerEnemiesScale); SpawnSaveObj("dropFloor", "Dropping floors", saveGame.droppingFloorPos, saveGame.droppingFloorScale); } ResumeGame(); if (destory) { Destroy(this); } }
public void handleSplitCharacter(PlayerController2D initiator, PlayerController2D child1, PlayerController2D child2) { rigisterNewCharacter(child1); rigisterNewCharacter(child2); this.currentPlayer = characters.IndexOf(child1); this.deleteCharacter(initiator); pointArrowTo(currentPlayer); updateCurrentPlayerStatus(); }
public void rigisterNewCharacter(PlayerController2D character) { if (!initilized) Initialize(); if (characters.IndexOf(character) <= 0) { characters.Add(character); updateCurrentPlayerStatus(); } }
// Use this for initialization void Start() { _controller = GetComponent<PlayerController2D>(); this.canSplit = !_controller.active && Input.GetAxis("Split") > 0; }
private void deleteCharacter(PlayerController2D character) { this.characters.Remove(character); Destroy(character.gameObject); }