void Awake() { gameController = Component.FindObjectOfType <GameController>(); playerSpriteController = GetComponentInChildren <PlayerSpriteController>(); playerThrusterParticles = GetComponentInChildren <PlayerThrusterParticles>(); body = GetComponent <Rigidbody2D>(); }
void Awake() { rigidBody = GetComponent <Rigidbody2D>(); playerCollider = GetComponents <CircleCollider2D>()[0]; jumpTester = GetComponents <CircleCollider2D>()[1]; sprite = GetComponentInChildren <PlayerSpriteController>(); }
void OnLevelWasLoaded() { if (previousScene == "Battle" && SceneManager.GetActiveScene().name != "Game Over") { GameObject player = GameObject.FindWithTag("Player"); player.transform.position = previousPosition; PlayerSpriteController psc = player.GetComponent <PlayerSpriteController> (); psc.EnableMovement(true); } }
public IEnumerator EnterBattle(GameObject engagedEnemySprite, bool destroyAfterBattle = true, int afterBattleEffect = 0) { this.destroyAfterBattle = destroyAfterBattle; this.afterBattleEffect = afterBattleEffect; GameObject player = GameObject.FindWithTag("Player"); PlayerSpriteController psc = player.GetComponent <PlayerSpriteController>(); psc.EnableMovement(false); StartCoroutine(TransitionEffects.Instance.Fade(battleFadeTime, true)); yield return(new WaitForSeconds(battleFadeTime)); destinationTile = null; this.engagedEnemySprite = engagedEnemySprite; previousScene = SceneManager.GetActiveScene().name; previousPosition = player.transform.position; GameObject[] enemySpritesArray = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject go in enemySpritesArray) { GameObject enemy = go.transform.parent.gameObject; DontDestroyOnLoad(enemy); enemy.SetActive(false); enemySpritesInScene.Add(enemy); } if (engagedEnemySprite.name == "Darko(Clone)") { GameStateManager.Instance.fightingBoss = true; } else { GameStateManager.Instance.fightingBoss = false; } SceneManager.LoadScene("Battle"); }
public IEnumerator SpawnPlayer(Vector3 spawnPosition, Vector2 directionToFace) { GameObject player = GameObject.FindWithTag("Player"); player.transform.position = spawnPosition; PlayerSpriteController psc = player.GetComponent <PlayerSpriteController>(); psc.OnSpawnPlayer(directionToFace); StartCoroutine(TransitionEffects.Instance.Fade(fadeTime, false)); yield return(new WaitForSeconds(fadeTime)); if (previousScene == "TitleMenu") { yield break; } psc.EnableMovement(true); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { Destroy(this); } sc = gameObject.GetComponent <PlayerSpriteController>(); maincamera = FindObjectOfType <Camera>(); playerAnimator = GetComponent <Animator>(); curScene = SceneManagement.GetCurrentSceneName(); weaponDictionary = ResourceManagement.SetUpWeaponDictionay("ScriptableObjects/Items/Equipable/Weapon"); // CheckIfEquippedWeapon(); switch (curScene) { case "CharacterCustomization": transform.position = new Vector3(-5f, -1.5f, 0); SceneManagement.GameSceneLoad += PlayerBorn; break; case "GameScene": PlayerBorn(); break; default: Debug.LogError("No default scene"); break; } }
public IEnumerator LoadScene(string sceneToLoad, string destinationTile) { GameObject player = GameObject.FindWithTag("Player"); PlayerSpriteController psc = player.GetComponent <PlayerSpriteController>(); psc.EnableMovement(false); StartCoroutine(TransitionEffects.Instance.Fade(fadeTime, true)); yield return(new WaitForSeconds(fadeTime)); this.destinationTile = destinationTile; previousScene = SceneManager.GetActiveScene().name; for (int i = 0; i < enemySpritesInScene.Count; i++) { Destroy(enemySpritesInScene[i]); } enemySpritesInScene.Clear(); SceneManager.LoadScene(sceneToLoad); }
// Use this for initialization void Start() { generators = Instantiate(stageOneGenerators); playerSpriteController = FindObjectOfType<PlayerSpriteController>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerScript = player.GetComponent <PlayerSpriteController>(); }
/// <summary> /// Funzione che inizializza lo script /// </summary> public void Init(EnemyManager _enemyMng, PlatformManager _platformMng, TokenManager _tokenMng) { //Prendo le referenze ai component e li inizializzo collisionCtrl = GetComponent <PlayerCollisionController>(); if (collisionCtrl != null) { collisionCtrl.Init(this); } shootCtrl = GetComponent <PlayerShotController>(); if (shootCtrl != null) { shootCtrl.Init(this, PoolManager.instance); } movementCtrl = GetComponent <PlayerMovementController>(); if (movementCtrl != null) { movementCtrl.Init(this, collisionCtrl); } parasiteCtrl = GetComponent <PlayerParasiteController>(); if (parasiteCtrl != null) { parasiteCtrl.Init(this, _enemyMng, _platformMng); } healthCtrl = GetComponent <PlayerHealthController>(); if (healthCtrl != null) { healthCtrl.Init(this); } livesCtrl = GetComponent <PlayerLivesController>(); if (livesCtrl != null) { livesCtrl.Init(this, _tokenMng); } playerSM = GetComponent <PlayerSMController>(); if (playerSM != null) { playerSM.Init(this); } animCtrl = GetComponentInChildren <PlayerAnimationController>(); if (animCtrl != null) { animCtrl.Init(this); } vfxCtrl = GetComponentInChildren <PlayerVFXController>(); if (vfxCtrl != null) { vfxCtrl.Init(this); } sfxCtrl = GetComponentInChildren <PlayerSoundController>(); if (sfxCtrl != null) { sfxCtrl.Setup(this); sfxCtrl.Init(); } //Setup cose locali playerGraphic = GetComponentInChildren <PlayerGraphicController>(); if (playerGraphic != null) { activeGraphic = playerGraphic; playerGraphic.OnModelChanged += HandleOnPlayerModeloChanged; playerGraphic.Init(); } spriteCtrl = GetComponentInChildren <PlayerSpriteController>(); if (spriteCtrl != null) { spriteCtrl.Init(this); } }
// Use this for initialization void Start() { generators = Instantiate(stageOneGenerators); playerSpriteController = FindObjectOfType <PlayerSpriteController>(); }