// Start is called before the first frame update void Start() { // get components for each variable for inspector mover = GetComponent <TankMover>(); shooter = GetComponent <TankShooter>(); health = GetComponent <TankHealth>(); }
// Use this for initialization void Start() { // get requried compoents mover = GetComponent <TankMover> (); pawn = GetComponent <TankData> (); shoot = GetComponent <TankShooter> (); }
// Use this for initialization void Start() { mover = GetComponent <TankMover>(); shooter = GetComponent <TankShooter>(); health = GetComponent <TankHealth>(); Bullet = GetComponent <Bullet>(); }
// Use this for initialization private void Start() { // Component reference assignments dependant on other scripts tankTf = tankData.tankTf; mover = tankData.tankMover; vision = controller.vision; hearing = controller.hearing; }
/* Private Variables */ private void Awake() { // Component reference assignments tankTf = this.gameObject.GetComponent <Transform>(); tankMover = this.gameObject.GetComponent <TankMover>(); tankShooter = this.gameObject.GetComponent <TankShooter>(); tankCc = this.gameObject.GetComponent <CharacterController>(); tankHealthMan = this.gameObject.GetComponent <TankHealthManager>(); tankScorer = this.gameObject.GetComponent <TankScorer>(); tankNoisemaker = this.gameObject.GetComponent <TankNoisemaker>(); }
/// <summary> /// Sets up this InputController's references to the new tank /// </summary> /// <param name="newTankData">The TankData component of the new tank being controlled by this InputController.</param> public void SetTankComponentReferences(TankData newTankData) { tankData = newTankData; tankShooter = newTankData.tankShooter; tankMover = newTankData.tankMover; if (playerNumber == PlayerNumber.Player1) { tankData.tankCamera.cullingMask = GameManager.gm.p1UILayer; } else if (playerNumber == PlayerNumber.Player2) { tankData.tankCamera.cullingMask = GameManager.gm.p2UILayer; } }
private void Start() { _tankMover = GetComponent <TankMover>(); _playerTransform = FindObjectOfType <PlayerInput>().transform; var updatePositionSubscription = AIHelper.GetTimerStreamWithRandomStart(_positionUpdateFrequency) .Subscribe(_ => _navMeshAgent.destination = GetRandomPosition()); GetComponent <UnitHealth>().HealthPercentageStream.Subscribe(_ => { }, () => { Destroy(_navMeshAgent.gameObject); enabled = false; updatePositionSubscription.Dispose(); }); _navMeshAgent.speed = _tankMover.MovementSpeed; gameObject.OnDestroyAsObservable().Subscribe(_ => updatePositionSubscription.Dispose()); }
// Use this for initialization void Start() { // Load my components tf = gameObject.GetComponent <Transform> (); mover = GetComponent <TankMover>(); // Set type shooter = GetComponent <Shooter>(); // Set type objectTag = GetComponent <Tag>(); // Set the next shot time to [now] plus timeBetweenShots nextShotTime = Time.time + fireRate; if (this.objectTag.isAITank == true) { numLives = GameManager.instance.tankAINumLives; } score = 0; }
// Start is called before the first frame update void Start() { mover = GetComponent <TankMover>(); }
private void Awake() { tf = GetComponent <Transform>(); mover = GetComponent <TankMover>(); }
// Start is called before the first frame update void Start() { fireRateModifier = Mathf.Max(fireRateModifier, 1); mover = GetComponent <TankMover>(); }
[HideInInspector] public TankShooter shooter; // For TankShooter void Start() { // Fill the variables with the proper componets mover = GetComponent <TankMover> (); shooter = GetComponent <TankShooter> (); }