// Start is called before the first frame update void Start() { stardustFighterWeapon = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_BaseWeaponControl>(); spData = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_SpecialAbilityActivation>(); radar = GetComponent <Player_SP_TurretTargetSearch>(); fireSound = GameObject.Find("StardustTurretWeapon").GetComponent <AudioSource>(); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { Player_BaseWeaponControl playerWeapon = collision.gameObject.GetComponent <Player_BaseWeaponControl>(); playerWeapon.WeaponLevelUp(); Destroy(gameObject); } }
// Start is called before the first frame update void Start() { nebulaFighterHP = GameObject.FindGameObjectWithTag("Player").GetComponent <Common_HP>(); weaponData = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_BaseWeaponControl>(); curLevel = weaponData.baseBulletLevel; spData = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_SpecialAbilityActivation>(); isSPActived = spData.getIsActivated(); // Load fire sound fireSound = GameObject.Find("NebulaSnipe").GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { // Preparing for entering animation player = GetComponent <Rigidbody2D>(); isAllowMoving = false; shield = GameObject.Find("Player_InvincibleShield"); playerWeapon = GetComponent <Player_BaseWeaponControl>(); playerWeapon.isFireAllowed = false; playerSP = GetComponent <Player_SpecialAbilityActivation>(); playerSP.isSPAllowed = false; playerHP = GetComponent <Common_HP>(); playerHP.isInvicible = true; initPos = transform.position; healthBar = GameObject.FindGameObjectWithTag("StatusBar/HP").GetComponent <Player_UI_HealthBarControl>(); healthBar.setInOpt(false); skillBar = GameObject.FindGameObjectWithTag("StatusBar/SP").GetComponent <Player_UI_SkillBarControl>(); skillBar.setInOpt(false); pasueMenu = GameObject.FindGameObjectWithTag("GameManager").GetComponent <UI_GamePasue>(); pasueMenu.isAvaliable = false; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
// Start is called before the first frame update void Start() { weaponData = GetComponent <Player_BaseWeaponControl>(); spData = GetComponent <Player_SpecialAbilityActivation>(); fireSound = GameObject.Find("VortexFighterWeapon").GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { weaponData = GetComponent <Player_BaseWeaponControl>(); spData = GetComponent <Player_SpecialAbilityActivation>(); hpData = GetComponent <Common_HP>(); }