// Start is called before the first frame update void Start() { //InvokeRepeating("SpawnObstacle", startDelay, repeatRate); Player_ControlerScript = GameObject.Find("Player").GetComponent <Player_Controler>(); Invoke("SpawnObstacle", (Random.Range(repeatRateMin, repeatRateMax))); }
public void FireMyLazer() { Player_Controler plc = gameObject.GetComponent <Player_Controler>(); if (plc.getCharge() >= plc.fireCost) { plc.subtractCharge(plc.fireCost); PowerUp_Controler pc = gameObject.GetComponent <PowerUp_Controler>(); Color fireColor = ((gameObject.GetComponent <Team>().teamName == "Green") ? Color.green : Color.red); if (pc.getMode() == 1) // fire { fireColor = new Color(1.0f, 0.627f, 0.0f); networkView.RPC("FireLazer", RPCMode.All, plc.fireLocation2.position, plc.fireLocation2.rotation, new Vector3(fireColor.r, fireColor.g, fireColor.b)); // TODO remove extra charge in the player_conroler } else if (pc.getMode() == 2) // water { fireColor = Color.blue; } else if (pc.getMode() == 3) // earth { fireColor = Color.yellow; } else if (pc.getMode() == 4) // air { fireColor = Color.cyan; } networkView.RPC("FireLazer", RPCMode.All, plc.fireLocation1.position, plc.fireLocation1.rotation, new Vector3(fireColor.r, fireColor.g, fireColor.b)); } }
public void LazerBeamHitMe() { Player_Controler cont = gameObject.GetComponent <Player_Controler>(); cont.subtractCharge(cont.damage); SoundUtils.playSound(gameObject, cont.taggedSound, 1.0f); if (cont.charge <= 0) { SoundUtils.playSound(gameObject, cont.powerDownSound, 0.8f); } }
void Awake() { if (sharedInstance == null) { sharedInstance = this; } else { Destroy(gameObject); } }
void FixedUpdate() { if (held) // reduce the player's charge { Player_Controler pc = (Player_Controler)obj.GetComponent <Player_Controler>(); pc.subtractCharge(0.1f); held = pc.getCharge() > 0.0f; if (!held) // can nolonger hold it { transform.parent = null; // the scene obj = null; teamHolding = ""; } } }
// Start is called before the first frame update void Start() { Player_ControlerScript = GameObject.Find("Player").GetComponent <Player_Controler>(); spawnM = GameObject.Find("Spawn_Manager").GetComponent <Spawn_Manager>(); }
private void Awake() { sharedInstance = this; rigidbody = GetComponent <Rigidbody2D>(); //Esto es para que busque el componente rigidbody del personaje dentro de mis gameobjects startPosition = this.transform.position; //Defino el valor de donde empieza el personaje, y mas abajo en el start uso ese valor para indicar donde debe estar }
// Use this for initialization void Start() { player = FindObjectOfType <Player_Controler>(); }