void Start() { playerWeaponChange = GetComponent <PlayerWeaponChange> (); playerName = PhotonNetwork.player.NickName; PhotonNetwork.player.SetStatus(playerHealth, 0, "HAND"); }
void Start() { currentOpenTab = 0; upg = player.GetComponent <PlayerWeaponChange>(); money = 3000; moneyInfo.text = money.ToString(); }
// Use this for initialization void Start() { SFXman = FindObjectOfType <SFXManager> (); weaponName = "/Player/Weapon/" + weaponName; weapon = GameObject.Find(weaponName); inventory = FindObjectOfType <PlayerWeaponChange>(); pickable = false; }
void Start() { if (!isMine) { this.enabled = false; } else { playerWeaponChange = GetComponent <PlayerWeaponChange> (); } }
#pragma warning disable 0414 void Awake() { if (!PhotonNetwork.connected) { Destroy(this); } if (!this.isMine) { if (HeatTarget.gameObject.activeSelf == false) { HeatTarget.gameObject.SetActive(true); } } m_PositionControl = new PhotonTransformViewPositionControl(m_PositionModel); m_RotationControl = new PhotonTransformViewRotationControl(m_RotationModel); m_ScaleControl = new PhotonTransformViewScaleControl(m_ScaleModel); Controller = this.GetComponent <bl_PlayerMovement>(); weaponController = this.GetComponent <PlayerWeaponController>(); weaponChange = this.GetComponent <PlayerWeaponChange>(); attackController = this.GetComponent <PlayerAttackController>(); }
private void Start() { weapons = GetComponentInParent <PlayerWeaponChange>(); }
void Update() { //If the player health is <= 0, destroy the player if(playerHealth <= 0.0f){ if(playerIsAlive){ //Test to see if the player health has just crossed below 0.0 centerMessageController.UpdateCenterMessage("Press Tab to Restart"); centerMessageController.FlashCenterMessageAfterSeconds(0.5f); playerWeaponChange = playerGO.GetComponent<PlayerWeaponChange>(); dropPoint = playerWeaponChange.dropPoint.position; //Test to see if the dropPoint is being blocked by an obstacle... RaycastHit wallHit; if(Physics.Raycast (playerWeaponChange.transform.position, (dropPoint - playerWeaponChange.transform.position), out wallHit, (dropPoint - playerWeaponChange.transform.position).magnitude, 1 << LayerMask.NameToLayer("Environment_Collision"))){ dropPoint = playerWeaponChange.transform.position+(wallHit.point-playerWeaponChange.transform.position)*0.8f; } usableWeapons = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<UsableWeapons>(); if(playerWeaponChange.hasPrimaryWeap == true){ string equippedWeaponName = playerWeaponChange.primaryEquipped.gameObject.GetComponent<weaponIndex> ().weaponName; int equippedWeaponIndex = usableWeapons.primaryUsableWeapons.IndexOf (equippedWeaponName); dropWeapon = Instantiate(usableWeapons.worldPrimaryUsableWeapons [equippedWeaponIndex], dropPoint, playerWeaponChange.primarySpawnpoint.rotation) as Rigidbody; dropWeapon.AddForce(playerGO.GetComponent<Rigidbody>().velocity*playerWeaponChange.dropForce); dropWeapon.AddTorque (transform.up*playerWeaponChange.dropForce*Random.Range(-0.5f, 0.5f)); dropWeapon.GetComponent<weaponIndex>().ammoCount = playerWeaponChange.primaryEquipped.gameObject.GetComponent<weaponIndex> ().ammoCount; } if(playerWeaponChange.hasSecondaryWeap == true){ string equippedWeaponName = playerWeaponChange.secondaryEquipped.gameObject.GetComponent<weaponIndex> ().weaponName; int equippedWeaponIndex = usableWeapons.secondaryUsableWeapons.IndexOf (equippedWeaponName); dropWeapon = Instantiate(usableWeapons.worldSecondaryUsableWeapons [equippedWeaponIndex], dropPoint, playerWeaponChange.secondarySpawnpoint.rotation) as Rigidbody; dropWeapon.AddForce(playerGO.GetComponent<Rigidbody>().velocity*playerWeaponChange.dropForce); dropWeapon.AddTorque (transform.up*playerWeaponChange.dropForce*Random.Range(-0.5f, 0.5f)); dropWeapon.GetComponent<weaponIndex>().ammoCount = playerWeaponChange.secondaryEquipped.gameObject.GetComponent<weaponIndex> ().ammoCount; } deadBody = Instantiate (deadPlayer[damageTypeIndex], playerGO.transform.position, playerWeaponChange.primarySpawnpoint.rotation) as Rigidbody; //Check for helmet... if(deadBody.GetComponent<Animator>()){ Animator[] anims = playerGO.GetComponentsInChildren<Animator> (); Animator deadBodyAnim = deadBody.GetComponent<Animator>(); foreach (Animator a in anims) { AnimatorControllerParameter[] acps = a.parameters; foreach (AnimatorControllerParameter acp in acps){ if(acp.name == "helmetEquipped"){ bool currentValue = a.GetBool ("helmetEquipped"); deadBodyAnim.SetBool ("helmetEquipped", currentValue); break; } } } AnimatorControllerParameter[] deadBodyAcp = deadBodyAnim.parameters; AnimatorControllerParameterType paramType = AnimatorControllerParameterType.Bool; int randomIndex = 0; while (paramType != AnimatorControllerParameterType.Trigger){ randomIndex = Random.Range (0, deadBodyAcp.Length); //Random.Range is exclusive for the 2nd value paramType = deadBodyAcp[randomIndex].type; } deadBodyAnim.SetTrigger (deadBodyAcp [randomIndex].name); } //End check for helmet if(damageForce != Vector3.zero){ deadBody.AddForce (damageForce); } if(explosionForce != 0.0f){ //deadBody.AddExplosionForce(explosionForce, explosionLocation, explosionRadius); deadBody.AddForce (explosionForce*((playerGO.transform.position - explosionLocation).normalized)); } } playerIsAlive = false; Destroy(playerGO); } }