// Use this for initialization void Start() { chargeMeter = GameObject.Find("ChargeMeter").GetComponent <Slider>(); player = GameObject.Find("Player").GetComponent <RigidCharacterMovement>(); chargeMeter.value = 0f; }
// Use this for initialization void Start() { player = GameObject.Find("Player"); movement = player.GetComponent <RigidCharacterMovement>(); endScreen = GameObject.Find("EndScreen"); didIt = GameObject.Find("DidItIn").GetComponent <Text>(); endScreen.SetActive(false); currentPar = 1; mapParText.text = "Par: " + mapPar; currentParText.text = "" + currentPar; }
public override void OnTriggerEnter(Collider other) { if (other.tag == "Player") { RigidCharacterMovement player = other.GetComponent <RigidCharacterMovement>(); if (!player.weapons[weaponIndexPosition].isEquipped) { // equip weapon player.weapons[weaponIndexPosition].isEquipped = true; // apply unique stats to weapon on pickup player.weapons[weaponIndexPosition].ApplyUniqueWeaponStats(stats); // Make object invisible and not interactable if (isRocket) { for (int i = 0; i < rends.Length; i++) { rends[i].enabled = false; } for (int i = 0; i < cols.Length; i++) { cols[i].enabled = false; } } else { this.rend.enabled = false; this.col.enabled = false; } // run SFX onPickup.Invoke(); // destroiy pickup object once clip has played (double time to be safe) Destroy(gameObject, pickupFX.length * 2); } else { Debug.Log(player.weapons[weaponIndexPosition].GetType().Name + " Already Equipped"); } } }
public override void OnTriggerEnter(Collider other) { if (other.tag == "Player") { RigidCharacterMovement player = other.GetComponent <RigidCharacterMovement>(); if (player.currentWeapon.ammoType == ammotype && player.currentWeapon != null) { if (player.currentWeapon.currentReserves < player.currentWeapon.maxReserves) { player.currentWeapon.currentReserves += ammoAmount; if (player.currentWeapon.currentReserves >= player.currentWeapon.maxReserves) { player.currentWeapon.currentReserves = player.currentWeapon.maxReserves; } player.currentWeapon.UpdateAmmoDisplay(); Destroy(gameObject); } } } }
// Use this for initialization void Start() { player = GetComponent <RigidCharacterMovement>(); }