void Start() { if (staminaBar != null) { staminaBar.SetMaxStamina(PlayerStats.instance.maxStamina); } }
void Awake() { //Obtains the player player = GameObject.FindGameObjectWithTag("Player"); //Obtains the health atributes playerHealth = player.GetComponent <Health>(); playerHealthBar = GetComponentInChildren <HealthBar>(); playerHealthBar.SetMaxHealth(playerHealth.GetMaxHealth()); playerHealthBar.SetCurrentHealth(GameManager.instance.data.HasPlayerData() ? GameManager.instance.GetCurrentPlayerHealth() : playerHealth.GetMaxHealth()); //Obtains the stamina atributes playerStamina = player.GetComponent <Stamina>(); playerStaminaBar = GetComponentInChildren <StaminaBar>(); playerStaminaBar.SetMaxStamina(playerStamina.GetMaxStamina()); playerStaminaBar.SetCurrentStamina(playerStamina.GetMaxStamina()); //Disable the panels npcNamePanel.SetActive(false); textPanel.SetActive(false); introTextPanel.SetActive(false); savePanel.SetActive(false); unlockWeaponPanel.SetActive(false); deathPanel.SetActive(false); outOfAmmoPanel.SetActive(false); sentenceOptionsPanel.SetActive(false); fuelBarUI.SetActive(false); }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); player = GetComponentInParent <playerMovement>(); waitTime = currentWeapon.delay; staminaBar.SetMaxStamina(currentWeapon.delay); damageText.text = "DAMAGE: " + (damageBonus + currentWeapon.damage).ToString(); hasRevived = false; gameManager = GameObject.FindObjectOfType <GameManager>(); damageBonus = gameManager.startingDamage; }
void Start() { Stamina = MaxStamina; StaminaBar.SetMaxStamina(Stamina); anim = GetComponent <Animator>(); SpeedNumber.text = RunSpeed.ToString(); StrengthNumber.text = Strength.ToString(); }
private void Start() { currentStamina = Mathf.Clamp(currentStamina, 0f, maxStamina); currentStamina = maxStamina; staminaBar.SetMaxStamina(maxStamina); }
private void Start() { animator = GetComponent <Animator>(); currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); currentStamina = maxStamina; staminaBar.SetMaxStamina(maxStamina); }
//On start, the player's fist is not drawn, and is disabled void Start() { for (int i = 0; i < playersFist.Length; i++) { playersFist[i].SetActive(false); playerSecondFist[i].SetActive(false); } maxStamina = Stamina; staminaBar.SetMaxStamina(maxStamina); }
void Start() { maxHealth = SetMaxHealthFromHealthLevel(); currentHealth = maxHealth; healthbar.SetMaxHealth(maxHealth); healthbar.SetCurrentHealth(currentHealth); maxStamina = SetMaxStaminaFromStaminaLevel(); currentStamina = maxStamina; staminabar.SetMaxStamina(maxStamina); staminabar.SetCurrentStamina(currentStamina); }
// Start is called before the first frame update void Start() { enduranceMultiplier = playerStats.enduranceBuff; maxHealth = playerStats.health; maxStamina = playerStats.stamina; hb.SetMaxHealth(maxHealth); sb.SetMaxStamina(maxStamina); currentHealth = maxHealth; currentStamina = maxStamina; }
void Start() { currentXP = 0; XPBar.SetMaxXP(MaxXP); currentStamina = MaxStamina; staminaBar.SetMaxStamina(MaxStamina); currentHealth = maxHealth; healthBar.SetMaxhealth(maxHealth); currentShield = MaxShield; shieldbar.SetMaxShield(MaxShield); gold = 0; }
private void Awake() { RefreshUpgrades(); health.SetHealth(maxHealth); stam.SetStaminaRegenAmount(_stamRegenAmount); stam.SetMaxStamina(maxStam); rb = this.gameObject.GetComponent <Rigidbody2D>(); _money = 0; }
// Start is called before the first frame update void Start() { FLAGGuende = false; FLAGFuego = false; maxHealth = SetMaxHealthFromHelathLevel(); // set la vida maxima que tendra el personaje dependido del healthLevel currentHealth = maxHealth; //indico al iniciar que la vida esta al maximo extraHealth = 0; extraHealthActive = false; healthBar.SetMaxHealth(maxHealth); //le indico a la barra de saluda su valor //stamina maxStamina = SetMaxStaminaFromStaminaLevel(); //recoger stamina amxima staminaBar.SetMaxStamina(Mathf.RoundToInt(maxStamina)); //inicializar valor maximo stamina currentStamina = maxStamina; //inicializar al principio el stamina maximo //monedas moneyBar = FindObjectOfType <MoneyBar>(); BarraMonedas.SetActive(false); contadorMonedas = 0; playerManager = GetComponent <PlayerManager>(); playerLocomotion = GetComponent <PlayerLocomotion>(); normalSpeed = playerLocomotion.movementSpeed; rollSpeed = playerLocomotion.sprintSpeed; }