public override void OnStartLocalPlayer() { GameObject myHUD = Instantiate(LocalHUD); LocalHUDControl = myHUD.GetComponent <PlayerHUDController>(); LocalHUDControl.player = this; }
void Start() { SourceSound = GetComponent <AudioSource>(); SourceAnimator = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); PlayerHud = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUDController>(); }
public void InitiatePlayer(global_game_controller game, Transform par) { global_game_controller = game; this.parent = par; // initiate HUD & Map if (controll == Player_Controll.Player) { toggle_canvas = FindObjectOfType <toggle_canvas>(); toggle_canvas.initiate(this); leveluppanel = FindObjectOfType <LevelUpPanel_Controller>(); leveluppanel.initiate(this); playerhud = FindObjectOfType <PlayerHUDController>(); playerhud.initiate(this); playerhud.updateAllLabels(); } map_reference = GetComponentInParent <Map_script>(); map_reference.initiate(this); initiated = true; controller.initiate(this); setDifficultDependent(controller.difficulty); }
void Awake() { _firstPersonController = GetComponent <FirstPersonController>(); _actionController = GetComponent <ActionController>(); _visionToggler = GetComponent <VisionToggler>(); _leanScript = GetComponentInChildren <Lean>(); _camera = GetComponentInChildren <Camera>(); _postProcessingBehaviour = GetComponentInChildren <PostProcessingBehaviour>(); _audioListener = GetComponentInChildren <AudioListener>(); _playerHudController = GetComponent <PlayerHUDController>(); _glitchEffect = GetComponentInChildren <GlitchEffect>(); }
public static void InitializeCanvases() { PlayerHud = GameObject.Find("PlayerHUD"); PlayerHudController = PlayerHud.GetComponent <PlayerHUDController>(); PlayerHud.SetActive(false); PauseMenu = GameObject.Find("PauseMenu"); PauseMenu.SetActive(false); InventoryMenu = GameObject.Find("InventoryMenu"); InventoryMenuController = InventoryMenu.GetComponent <InventoryMenuController>(); InventoryMenu.SetActive(false); DeathMenu = GameObject.Find("DeathMenu"); DeathMenu.SetActive(false); }
private void OnEnable() { animator = GetComponentInChildren <Animator>(); GameManager.OnGameStarted += OnGameStart; GameManager.OnGameFinished += OnGameFinished; CurrentPlayerState = PlayerState.JOINED; Controller.enabled = false; //Camera.enabled = false;iok 0 HUD = GameManager.Instance.GetPlayerHUD(Input); //HUD.SetReady(false); GameManager.OnGameStarting += HUD.GameStarting; animator.SetFloat("Forward", 0); }
public void PlayerJoined(PlayerInput player) { activePlayers.Add(player); Debug.Log($"Player {player.playerIndex} Joined"); if (activePlayers.Count >= PlayerInputManager.instance.maxPlayerCount) { PlayerInputManager.instance.DisableJoining(); } PlayerHUDController hud = GetPlayerHUD(player); _walls[player.playerIndex].SetOwner(player.GetComponent <PlayerController>()); _walls[player.playerIndex].SetColor(this.colors[player.playerIndex]); hud.SetActive(true); hud.SetPlayerNum(player.playerIndex); hud.SetReady(false); _hud34Parent.gameObject.SetActive(activePlayers.Count >= 3); p3_camera.SetActive(activePlayers.Count > 0); _countdownText.transform.parent.gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { PlayerHud = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUDController>(); }
private void Start() { playerHUD = GameObject.FindWithTag("HUD").GetComponent <PlayerHUDController>(); }
// Use this for initialization void Start() { fpsCamera = GetComponentInChildren <Camera>(); xRayVision = fpsCamera.GetComponent <XRayVision>(); playerHudController = GetComponent <PlayerHUDController>(); }
// We set TimeScale to = 1.0 since when player die the time scale change then we restart the level. // Assigning playerHUD and making sure the deathCanvas is disabled. private void Start() { Time.timeScale = 1.0f; deathCanvas.enabled = false; playerHUD = GameObject.FindWithTag("HUD").GetComponent <PlayerHUDController>(); }
void Awake() { rigidbody = GetComponent<Rigidbody2D>(); body = GetComponent<PolygonCollider2D>(); feet = GetComponent<CircleCollider2D>(); health = GetComponent<Health>(); movementEnabled = true; standing = body.points; crouched = new Vector2[standing.Length]; grounded = false; onWall = false; upSlope = false; downSlope = false; anim = GetComponent<Animator>(); hud = GetComponent<PlayerHUDController>(); headLight = GameObject.Find ("HeadLight"); int min = 0; for (int i = 0; i < standing.Length; i++) { if (standing[i].y < standing[min].y) min = i; } for (int i = 0; i < standing.Length; i++) { float newY = (standing[i].y - standing[min].y) * 0.5f + standing[min].y; crouched[i] = new Vector2(standing[i].x, newY); } }
// Start is called before the first frame update void Start() { PlayerHud = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUDController>(); StartCoroutine(StartMission()); ObjectiveText.text = Objective; }
// Start is called before the first frame update void Start() { SearchZone = GetComponent <ShopSearchZone>(); PlayerHud = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUDController>(); }