public void connectToScript(Character target) { // Debug.Log(target.CharacterName); belongsTo = target; playerHealthScript = target.CharacterGameObject.GetComponentInChildren<PlayerHealth>(); playerHealthScript.setConnection(target.HealthController); }
public void Awake() { //Initialize components nav = GetComponent<NavMeshAgent>(); player = GameObject.FindWithTag("Player").transform; playerHealth = player.GetComponent<PlayerHealth>(); }
// Use this for initialization void Awake() { Player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = Player.GetComponent<PlayerHealth>(); enemyHealth = GetComponent<EnemyHealth>(); nav = GetComponent<NavMeshAgent>(); }
//private bool destroyed = false; void Start(){ soundManager = gameObject.GetComponentInChildren<SoundManager>(); energy = maxEnergy; score = FindObjectOfType(typeof(ScoreKeeper)) as ScoreKeeper; playerControl = gameObject.GetComponentInChildren<PlayerControl>(); playerGUI = gameObject.GetComponentInChildren<PlayerGUI>(); playerHealth = gameObject.GetComponentInChildren<PlayerHealth>(); thrust = gameObject.GetComponentInChildren<Thrust>(); shield = gameObject.AddComponent<Shield>() as Shield; shield.PDelegate = this; foreach(Weapon weapon in gameObject.GetComponentsInChildren(typeof(IWeapon))){ if(weapon.gameObject.name == "Left weapon"){ leftWeapon = weapon; leftWeapon.soundManager = soundManager; }else if(weapon.gameObject.name == "Right weapon"){ rightWeapon = weapon; rightWeapon.soundManager = soundManager; } } StartCoroutine("RegenerateEnergy"); }
float timer; // Timer for counting up to the next attack. void Awake () { // Setting up the references. player = GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent<EnemyHealth>(); }
// Use this for initialization void Start() { target = GameObject.FindWithTag("Player"); targetHealth = target.GetComponent<PlayerHealth>(); attack = gameObject.GetComponent<CreagAttackStandard> (); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent<PlayerHealth>(); nerdHealth = GetComponent<NerdsHealth>(); nav = GetComponent<NavMeshAgent>(); }
void Start() { audio = GetComponent<AudioSource>(); player = PlayerHealth.instance; collider = GetComponentInChildren<SphereCollider>(); anim = GetComponentInChildren<Animator>(); }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent <PlayerHealth> (); //enemyHealth = GetComponent<EnemyHealth>(); anim = GetComponent <Animator> (); }
// Use this for initialization void Start () { player = GameObject.Find ("Player"); EnemyHealth = GetComponent<EnemyHealth>(); currentHealth = EnemyHealth.currentHealth; PlayerHealth = player.GetComponent<PlayerHealth> (); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent<PlayerHealth>(); nerdsHealth = GetComponent<NerdsHealth>(); nerd = GameObject.FindGameObjectWithTag("Nerd"); }
// Use this for initialization void Awake() { spawnenemy = GameObject.Find("boss3spawn"); Boss3Move.lebosspeutbouger = false; player = GameObject.FindGameObjectWithTag("Player"); boss = GameObject.Find("CaveWorm"); baril_pos_1 = GameObject.Find("baril_pos_1"); baril_pos_2 = GameObject.Find("baril_pos_2"); baril_pos_3 = GameObject.Find("baril_pos_3"); baril_pos_4 = GameObject.Find("baril_pos_4"); laser1 = GameObject.Find("laser1"); laser2 = GameObject.Find("laser2"); laser3 = GameObject.Find("laser3"); laser4 = GameObject.Find("laser4"); baril_fin = GameObject.Find("baril_fin"); baril_start = GameObject.Find("baril_start"); baril_start_h = GameObject.Find("baril_start_h"); baril_pos_1_h = GameObject.Find("baril_pos_1_h"); baril_pos_2_h = GameObject.Find("baril_pos_2_h"); baril_pos_3_h = GameObject.Find("baril_pos_3_h"); scriptdupersonnage = GameObject.FindGameObjectWithTag("Player").GetComponent<ScriptPersonnage>(); enemyhealthSliderObjectGameObject = GameObject.FindGameObjectWithTag("BossHealthSlider3"); playerHealth = player.GetComponent<PlayerHealth>(); enemyHealth = GetComponent<EnemyHealth>(); enemyHealthSlider = enemyhealthSliderObjectGameObject.GetComponent<Slider>(); // -- enemyHealthSlider.maxValue = enemyHealth.startingHealth; // -- }
// Use this for initialization void Start() { target = GameObject.FindWithTag("Player"); targetHealth = target.GetComponent<PlayerHealth>(); attackLeap = gameObject.GetComponent<PseudoSpiderAttackLeap> (); }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player").transform; //finds the player in the scene playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent <EnemyHealth> (); nav = GetComponent <NavMeshAgent> (); }
void Awake() { playerMovement = GetComponent<PlayerMovement>(); playerHealth = GetComponent<PlayerHealth>(); anim = GetComponent<Animator>(); p2Health = GameObject.Find("Player02").GetComponent<Player2Health>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; playerhealth = player.GetComponent<PlayerHealth>(); image = GameObject.FindGameObjectWithTag("HealthReal").GetComponent<Image>(); }
IEnumerator Attackpeudevie() { Anim.Play("Attack_02"); // Reset the timer. timer = 0f; jouelaniamtiondattaque = true; yield return new WaitForSeconds(0.6f); timer = 0f; // Première partie de l'anim if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0) { // ... damage the player. playerHealth = target.GetComponent<PlayerHealth>(); playerHealth.RpcTakeDamage(attackDamage/3); } yield return new WaitForSeconds(1.4f); timer = 0f; // Seconde partie de l'anim if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0) { // ... damage the player. playerHealth = target.GetComponent<PlayerHealth>(); playerHealth.RpcTakeDamage(attackDamage / 3); } jouelaniamtiondattaque = false; }
// Use this for initialization void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent <PlayerHealth> (); GameObject feedbackObject = GameObject.FindGameObjectWithTag("Feedback"); feedback = feedbackObject.GetComponent<Text>(); }
private ScoreManager _scoreManager; //object of type: "ScoreManager" #endregion Fields #region Methods void Awake() { //component references _player = GameObject.FindGameObjectWithTag ("Player"); _playerHealth = _player.GetComponent <PlayerHealth> ();//script reference _anim = GetComponent<Animator> (); }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); //find the player in the scene, used during awake so it only has to be called once playerHealth = player.GetComponent <PlayerHealth> (); //stores a reference to the PlayerHealth script enemyHealth = GetComponent<EnemyHealth>(); anim = GetComponent <Animator> (); }
void Update() { if (GameObject.Find("GameController").GetComponent<IsGameStarted>().GameStart == true && player != null && enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0 && Time.time > nextFire) { if (player.transform.position.z > -30) { float dis = Vector3.Distance(transform.position, player.transform.position); if (dis <= 15f) { nextFire = Time.time + fireRate; Instantiate(shot, ShotSpawn.position, ShotSpawn.rotation); } } else if(player.transform.position.z <= -30) { nav.enabled = false; ani.SetBool("isIdle", true); } } else { if(GetComponent<EnemyMovement>().curPlayer != null) { player = GetComponent<EnemyMovement>().curPlayer; } if (player != null) playerHealth = player.GetComponent<PlayerHealth>(); } }
// Use this for initialization void Start() { CurrentHealth = StartingHealth; PlayerRef = GameObject.FindGameObjectWithTag("Player"); OxyScriptRef = PlayerRef.GetComponent<PlayerOxygen>(); HealthScriptRef = PlayerRef.GetComponent<PlayerHealth>(); }
void FindClosestPlayer() { players = GameObject.FindGameObjectsWithTag("Player"); if (transform == null) { return; } float minRange = float.MaxValue; foreach (var p in players) { var tmpPlayerHealth = p.GetComponent<PlayerHealth>(); if (tmpPlayerHealth.currentHealth <= 0) continue; var dist = Vector3.Distance(p.transform.position, transform.position); if (dist < minRange) { minRange = dist; playerTransform = p.transform; } } if (playerTransform != null) { playerHealth = playerTransform.GetComponent<PlayerHealth>(); anim.SetBool("IsMoving", true); } else { anim.SetBool("IsMoving", false); } }
///onEnable looks for inputs for camera and button void OnEnable(){ enemy = GameObject.Find("Enemy").GetComponent<PlayerHealth> (); playerInput = GameObject.Find ("Main Camera").GetComponent<PlayerInput>(); trapAudio = GetComponent <AudioSource> (); StartCoroutine("TrapActivate"); }
// Use this for initialization void Start () { wanted_mode = CursorLockMode.Locked; targetDirection = transform.localRotation.eulerAngles; controller = GetComponent<CharacterController>(); health = GetComponent<PlayerHealth>(); Go_To_Spawn(); }
public void Awake() { //Initialize components player = GameObject.FindWithTag("Player"); playerHealth = player.GetComponent<PlayerHealth>(); rend = GameObject.FindWithTag("RendPlayer").GetComponent<Renderer>(); }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); anim = GetComponent <Animator> (); playerhealth = player.GetComponent<PlayerHealth> (); nav = GetComponent<NavMeshAgent> (); }
// Use this for initialization void Start() { //characterControl = this.GetComponent<CharacterControl>(); lungGUI = GameObject.Find("LungsFill").GetComponent<Image>(); //Is there a better way to get link to GUI object? playerHealth = this.GetComponent<PlayerHealth>(); air = lungCapacity; }
// private PseudoSpiderAttack theAttack; // Use this for initialization void Start() { theAnimation = GetComponent<Animation> (); target = GameObject.FindWithTag("Player"); targetHealth = target.GetComponent<PlayerHealth>(); theAcidAttack = GetComponentInChildren<ParticleSystem>(); }
void Awake () { player = GameObject.Find("Police"); //Find the police GameObject playerHealth = player.GetComponent <PlayerHealth> (); //get the PlayerHealth Script enemyHealth = GetComponent <EnemyHealth>(); //Get EnemyHealth Script }
void Start() { Invoke("Spawn", sTime); playerHealth = player.GetComponent <PlayerHealth>(); }
private void Construct(PlayerHealth playerHealth) { _playerHealth = playerHealth; }
//private DestroyMod destroyMod; // Start is called before the first frame update void Start() { coreDestroyed = false; pHealth = transform.root.GetComponent <PlayerHealth>(); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth>(); manager = GameObject.FindGameObjectWithTag("CheckpointManager").GetComponent <CheckpointManager>(); }
void Start() { playerHealth = GetComponent <PlayerHealth>(); controller = GetComponent <CharacterController>(); destRotation = transform.rotation; }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); healthPlayer = player.gameObject.GetComponent <PlayerHealth>(); }
///////////////// /// Main Loop /// ///////////////// void Start() { playerHealth = FindObjectOfType <PlayerHealth>(); }
public void ability(int charInd) { index = charInd; if (charInd == 0) { if (duration != 0) { duration = 0; } if (cd <= 0) { PlayerHealth health = gameObject.GetComponent <PlayerHealth>(); if (health.Health != health.maxHealth) { animator.SetBool("Ability", true); changeTime(20f, 9f); index = charInd; gameObject.GetComponent <PlayerHealth>().Def *= 0.2f; gameObject.GetComponent <PlayerHealth>().Regen(15, 1.5f, duration, false); } } } else if (charInd == 1 && cd <= 0) { Instantiate(bookSound); if (charging) { bookExplode(damage); charging = false; unableMove = false; chargeDuration = 0; } changeTime(15f, 1.5f); charging = true; } else if (charInd == 2 && cd <= 0) { if (isRole) { isRole = false; animator.SetBool("Ability", false); changeStat(1f, 1.6f, 0.6f, true); gameObject.GetComponent <Weapon>().atkEnable = true; weapon.SetActive(true); duration = 0; } else { isRole = true; animator.SetBool("Ability", true); gameObject.GetComponent <Weapon>().atkEnable = false; weapon.SetActive(false); changeTime(15f, 7f); changeStat(1f, 1.6f, 0.6f, false); } } else if (charInd == 3 && cd <= 0) { poison.isPoisoned = true; changeTime(15f, 5f); } else if (charInd == 4 && cd <= 0) { changeTime(15f, 5f); unableMove = true; StartCoroutine("iceAbility"); unableMove = false; } else if (charInd == 5 && cd <= 0) { changeTime(15f, 5f); changeStat(1.4f, 1.6f, 1.4f, false); } else if (charInd == 6 && cd <= 0) { changeTime(15f, 6f); poison.isChaos = true; } else if (charInd == 7 && cd <= 0) { GameObject sd = Instantiate(stando); sd.GetComponent <stando>().setIndex(GetComponent <PlayerController>().playerIndex); changeTime(15f, 7f); } else if (charInd == 8 && cd <= 0) { changeTime(15f, 3f); changeStat(1f, 1f, 0.01f, false); } else if (charInd == 9 && cd <= 0) { poison.bleed = true; changeTime(15f, 8f); } else if (charInd == 10 && cd <= 0) { changeTime(15f, 5f); changeStat(1.3f, 1.3f, 1f, false); gameObject.GetComponent <PlayerHealth>().Regen(30, 0f, 0f, true); } else if (charInd == 11 && cd <= 0) { changeTime(15f, 0f); } if (cdBar.maxSlider == 100f) { cdBar.SetMax(cd); } }
private void Awake() { instance = this; // this helps reference the global variable for singleton }
// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <PlayerHealth>(); }
private void Awake() { healthScript = GameObject.Find("Player").GetComponent <PlayerHealth>(); }
// Use this for initialization void Start() { health = GetComponentInParent <PlayerHealth>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); }
void Start() { target = FindObjectOfType <PlayerHealth>(); }
void Start() { healthBar.value = 100; playerHP = GameObject.FindObjectOfType <PlayerHealth>(); }
//僵尸攻击状态处理函数 void UpdateAttackState() { //如果僵尸附近没有玩家,返回游荡状态 targetPlayer = zombieSoundSensor.getNearestPlayer(); if (targetPlayer == null) { curState = FSMState.Wander; agent.ResetPath(); animator.SetBool("isAttack", false); return; } //如果僵尸距离敌人大于攻击距离,返回追踪状态 if (Vector3.Distance(targetPlayer.position, zombieTransform.position) > attackRange) { curState = FSMState.Track; agent.ResetPath(); animator.SetBool("isAttack", false); return; } PlayerHealth ph = targetPlayer.GetComponent <PlayerHealth> (); if (ph != null) { //计算僵尸的正前方和玩家的夹角,只有玩家在僵尸前方才能攻击 Vector3 dir = targetPlayer.position - zombieTransform.position; float degree = Vector3.Angle(dir, zombieTransform.forward); if (degree < attackFieldOfView / 2 && degree > -attackFieldOfView / 2) { animator.SetBool("isAttack", true); if (attackTime > attackInterval) { attackTime = 0; ph.TakeDamage(attackDamage, null); photonView.RPC("PlayZombieAttackAudio", PhotonTargets.All); } attackTime += Time.deltaTime; } else { animator.SetBool("isAttack", false); //否则,需要僵尸转身 zombieTransform.LookAt(targetPlayer); } } //攻击状态下的敌人应当不断追踪玩家 agent.SetDestination(targetPlayer.position); Vector3 targetVelocity = Vector3.zero; if (agent.desiredVelocity.magnitude > trackingSpeed) { targetVelocity = agent.desiredVelocity.normalized * trackingSpeed; } else { targetVelocity = agent.desiredVelocity; } agent.velocity = targetVelocity; currentSpeed = targetVelocity.magnitude; animator.SetFloat("Speed", currentSpeed); //僵尸进入狂暴状态,使用PRC函数设置所有客户端该僵尸的外观 if (zombieRender != null && zombieRender.isCrazy == false) { photonView.RPC("ZombieSetCrazy", PhotonTargets.All); } }
// Update is called once per frame void Update() { enemyObjects = GameObject.FindGameObjectsWithTag("Player2"); if (enemyObjects.Length != 0) { GameObject constVar = GameObject.FindGameObjectWithTag("Constant"); StoredInformation stored = constVar.GetComponent <StoredInformation>(); counter = stored.EnemyBattlePosition; EnemyAttack enAttack; GameObject[] obj = GameObject.FindGameObjectsWithTag("Enemy2"); enAttack = obj[counter].GetComponent <EnemyAttack>(); enemyObjects = GameObject.FindGameObjectsWithTag("Player2"); fighterNumber = Random.Range(0, enemyObjects.Length); EnemyTarget = enemyObjects[fighterNumber]; if (EnemyTarget == null) { EnemyTarget = enemyObjects[fighterNumber + 1]; } if (myTransform == null) { myTransform = transform; } EnemyTimeSimulation enemTimeScript = obj[counter].GetComponent <EnemyTimeSimulation>(); if (enemTimeScript.timeToAttack1 > 99) { this.attempt = true; if (attempt) { Quaternion rot; rot = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(EnemyTarget.transform.position - myTransform.position), 6 * Time.deltaTime); myTransform.rotation = rot; myTransform = GameObject.FindGameObjectWithTag("Enemy2").transform; myTransform.position += new Vector3(myTransform.forward.x * 6 * Time.deltaTime, 0, myTransform.forward.z * 6 * Time.deltaTime); if (obj[0].name == "CaveWorm(Clone)") { animation.Play("Walk"); } else { animation.Play("walk"); } } if ((Vector3.Distance(myTransform.position, EnemyTarget.transform.position) < 1) && (attempt != false)) { initialiseParticles = new GameObject(); EnemyTarget = enemyObjects[fighterNumber]; Transform enemyTransform = EnemyTarget.transform; if (obj[0].name == "CaveWorm(Clone)") { animation.Play("Attack"); } if (obj[0].name == "Monster2Prefab(Clone)") { animation.Play("bitchslap"); } if (obj[0].name == "spider(Clone)") { animation.Play("attack1"); } PlayerHealth attackEnemy = EnemyTarget.GetComponent <PlayerHealth>(); attackType = Random.Range(0, 5); if (attackType == 1) { attackEnemy.AdjustCurrentHealth((int)(stored._attackValue[0] / stored._defenceValue[0]), fighterNumber); } if (attackType == 2) { attackEnemy.AdjustCurrentHealth((int)(stored._attackValue[1] / stored._defenceValue[1]), fighterNumber); initialiseParticles = Instantiate(particles[0], EnemyTarget.transform.position, Quaternion.identity) as GameObject; initialiseParticles.name = "Fire"; } if (attackType == 3) { attackEnemy.AdjustCurrentHealth((int)(stored._attackValue[2] / stored._defenceValue[1]), fighterNumber); initialiseParticles = Instantiate(particles[1], EnemyTarget.transform.position, Quaternion.identity) as GameObject; initialiseParticles.name = "Ice"; } if (attackType == 4) { attackEnemy.AdjustCurrentHealth((int)(stored._attackValue[3] / stored._defenceValue[1]), fighterNumber); initialiseParticles = Instantiate(particles[2], EnemyTarget.transform.position, Quaternion.identity) as GameObject; initialiseParticles.name = "Lightning"; } if (Vector3.Distance(myTransform.position, EnemyTarget.transform.position) <= 1) { this.attempt = false; } if (enAttack.attempt == false) { GameObject[] atemptingChange = GameObject.FindGameObjectsWithTag("EnemyBattle"); obj[counter].transform.position = atemptingChange[counter].transform.position; enemTimeScript.timeToAttack1 = 0; this.attempt = false; enemTimeScript.timeToAttack = 0; if (obj[0].name == "CaveWorm(Clone)") { animation.Play("Idle"); } if ((obj[0].name == "spider(Clone)") || (obj[0].name == "Monster2Prefab(Clone)")) { animation.Play("idle"); } } } } } }
void Awake() { playerHealth = GetComponent <PlayerHealth>(); }
private PlayerHealth playerHealth; // Reference to the PlayerHealth script. void Awake() { // Setting up the reference. playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); }
void Start() { health_player = player.GetComponent <PlayerHealth>(); //audioSource = GetComponent<AudioSource>(); takeDamage = false; }
// Start is called before the first frame update void Start() { playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); }
// Update is called once per frame void Update() { PlayerHealth playerHealth = GameObject.Find(PlayerInfo.PLAYER_AVATAR_ID).GetComponent <PlayerHealth> (); gameObject.GetComponent <Text> ().text = "Health: " + playerHealth.GetHealthValue(); }
// Start is called before the first frame update void Start() { playerHealth = FindObjectOfType <PlayerHealth>(); text = GetComponent <Text>(); }
void Start() { playerHealth = GetComponent <PlayerHealth>(); controller = GetComponent <CharacterController>(); }
// Use this for initialization void Start() { target = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); }
void Start() { startTime = Time.time; rb = GetComponent <Rigidbody>(); jumps = 1; playerJumps = 0; camera_position = new Vector3(0, 0, 0); scenename1 = "LevelOne - Haig"; scenename4 = "5.17.19-9.13.pm-AddingTimer"; finishedscene = "FinishScreen"; anim = gameObject.GetComponentInChildren <Animator>(); //John Trying This playerHealth = GetComponent <PlayerHealth>(); levelSelect = GetComponent <LevelSelect>(); //playerJumps = GetComponent<JumpManager>(); //done halfSpin = new Vector3(0, 180, 0); //value to turn by orientation = false; //for evaluating turning left and right circleAngleDegree = 0; circleAngleRadian = 0; circleX = 0; circleZ = 0; player_position = new Vector3(44f, 18.25f, 0f); transform.position = player_position; updatePosition = player_position; //print("player position = " + player_position.ToString() + "\n"); //print("transform position = " + transform.position.ToString() + "\n"); //print("Update position = " + updatePosition.ToString() + "\n"); wallOnLeft = false; wallOnRight = false; goingLeft = false; goingRight = false; //WallJump time wallJumpEndPos = new Vector3(0, 0, 0); wallJumpStartPos = new Vector3(0, 0, 0); jumped = false; doubleBackLeft = false; wasFlyingRight = false; inAirInactive = false; jumpedStraight = false; jumpedRight = false; jumpedLeft = false; justWallJumped = false; wallJumpDelay = 0f; wallJumpContDelay = false; jumpAudio = GetComponent <AudioSource>(); //Ensure the toggle is set to true for the music to play at start-up playJumpAudio = false; //jetpackTrail = Instantiate(jetpackTrailPrefab).GetComponent<ParticleSystem>(); //jetpackTrail.gameObject.SetActive(false); //Grounded Float //distToGround = playerCollider.bounds.extents.y; //orientation = new Vector3 (0f, 180f, 0f); //playerCollider = gameObject.FindGameObjectWithTag("Player").GetComponent<Collider2D>(); //groundCollider = gameObject.FindGameObjectWithTag("Ground").GetComponent<Collider2D>(); //SetCountText(); //winText.text = ""; }
private void Awake() { player = GetComponentInParent <PlayerHealth>(); Revivetimer = 5.0f; }
void Awake() { S = this; mrend = GetComponent <MeshRenderer>(); }
private void Start() { pc = PlayerController.CurrentPlayer.GetComponent <PlayerController>(); ph = PlayerController.CurrentPlayer.GetComponent <PlayerHealth>(); }
private PlayerHealth playerHealth; // reference to player health script // Use this for initialization void Start() { player = GameManager.instance.Player; //instantiate player playerHealth = player.GetComponent <PlayerHealth>(); // get player health script GameManager.instance.RegisterPowerUp(); }
void OnPlayerTakenDamage(PlayerHealth playerHealth, int previousHealth, int currentHealth) { StartCoroutine(ShakeAnimation()); }