void Start () { instance = this; curWeapon = 0; curWepList [curWeapon].gameObject.SetActive (true); GetComponent<AudioSource>().PlayOneShot(curWepList[curWeapon].weapon.draw); curWepList[curWeapon].DrawGun (); }
void Start() { controller = GetComponent<CharacterController2D>(); weaponManager = GetComponentInChildren<WeaponManager>(); anim = GameObject.Find("Player").GetComponent<Animator>(); InvokeRepeating("BroadcastCurrentPosition", .3f, .3f); }
protected virtual void Init() { weaponManager = GetComponent<WeaponManager> (); movementManager = GetComponent<MovementManager> (); healthManager = GetComponent<HealthManager> (); spriteRenderer = GetComponent<SpriteRenderer> (); healthManager.Killed += OnKilled; }
// Use this for initialization void Start() { weaponManager = (WeaponManager) GetComponent<WeaponManager> (); fire_1_held = false; fire_2_held = false; isLooping = false; speed = minSpeed; }
void Awake() { rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); movement = GetComponent<Moveable>(); spriteRenderer = GetComponent<SpriteRenderer>(); weaponManager = GetComponent<WeaponManager>(); }
void Start() { //initalize the needed scripts script wpnManager = GetComponent <WeaponManager>(); playerHealth = GetComponent <PlayerHealth>(); playerMovement = GetComponent <PlayerMovement>(); chargedRing.fillAmount = 0f; }
void OnTriggerEnter2D(Collider2D collider) { if (disable)return; if (collider.transform.parent == null)return; weaponmanager = collider.transform.parent.GetComponentInChildren<WeaponManager>(); if (weaponmanager != null) { disable = true; Invoke("Remove", 0.1f); } }
void Awake() { _instance = this; enemyPositions = new List<Vector3>(); //if (player.gameObject != null) //{ // player = GameObject.FindGameObjectWithTag(Tags.player).transform; //} //if (enemy.gameObject != null) //{ // enemy = GameObject.FindGameObjectWithTag(Tags.enemy).transform; //} }
public void SetDevice( PlayerDevice device ) { this.device = device; unitstats = gameObject.GetComponent<UnitStats>(); movement = gameObject.GetComponent<Movement>(); skeletonAnimation = gameObject.GetComponentInChildren<SkeletonAnimation>(); skeletonAnimation.state.Event += Event; skeletonAnimation.UpdateBones += UpdateBones; skeletonAnimation.state.End += End; head = gameObject.GetComponentInChildren<SkeletonAnimation>().skeleton.FindBone("head"); hip = gameObject.GetComponentInChildren<SkeletonAnimation>().skeleton.FindBone("body"); weaponmanager = gameObject.GetComponentInChildren<WeaponManager>(); meleemanager = gameObject.GetComponentInChildren<MeleeManager>(); GameObject gameGameObject = GameObject.FindGameObjectWithTag( "Level" ); level = gameGameObject.GetComponent<LevelInfo>(); }
void Start() { // DontDestroyOnLoad(gameObject); MaxAmmo = 50; _UI = player.GetComponent <WeaponManager>(); motor = player.GetComponent <PlayerMotor>(); point = _SpawnPoint.GetComponent <SpawnPoint>(); shoot = player.GetComponent <PlayerShoot>(); //if (Mode) // _SpawnPoint.SetActive(true); //else if (!Mode) // SpawnRandomPoints.SetActive(true); // HealthCanvas.GetComponent<GUIText>().text = "asdasd"; }
void Start() { weaponManager = GameManager.Instance.WeaponManager; var player = GameManager.Instance.PlayerObject; Kicker = player.AddComponent <FPSWeapon>(); Kicker.WeaponType = WeaponTypes.Melee; Kicker.ShowWeapon = false; Kicker.FlipHorizontal = weaponManager.ScreenWeapon.FlipHorizontal; mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); playerLayerMask = ~(1 << LayerMask.NameToLayer("Player")); SetKickKeyFromText(BindText); timeSinceLastKick = messageCooldownTime; isDamageFinished = false; consoleController = GameObject.Find("Console").GetComponent <ConsoleController>(); }
protected override void Start() { isPlayerDead = false; groundLayer = 1 << LayerMask.NameToLayer("Ground"); speed = EntityData.PLAYER_SPEED; setHealthPoint(EntityData.PLAYER_HP); rigid = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); inputManager = GameObject.Find("InputManager").GetComponent <InputManager>(); weaponManager = GameObject.Find("WeaponManager").GetComponent <WeaponManager>(); setHealthPoint(EntityData.PLAYER_HP); HPslider.maxValue = EntityData.PLAYER_HP; HPslider.value = EntityData.PLAYER_HP; setPlayerInfo(); StartCoroutine(recoverHP()); }
void Awake() { _movement = GetComponent <Movement>(); _shoot = GetComponent <ShootRifle>(); _shotGun = GetComponent <ShotGun>(); _health = GetComponent <CharacterHealth>(); _manager = GetComponent <WeaponManager>(); _baseWeapon = GetComponent <BaseWeapon>(); _shield = GetComponent <Shield>(); _health.OnUnitDied += OnPlayerDied; _health.OnHealthChanged += OnHealthChanged; GameController.GameControllerInstance.playerTransform = transform; GameController.GameControllerInstance.playerGameobject = gameObject; //_shoot.hitLayerShoot = enemyLayer; //_shotGun.hitLayerShoot = enemyLayer; _baseWeapon.hitLayerShoot = enemyLayer; }
//Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene InitializeWeapons(); }
//pickup weapons public void SetWeaponsItemPriority() { List <int> weaponsPriorities = new List <int>(); if (aiWeaponLogic.itemWeapons.Count == 0) { pickWeaponPriority = 0; return; } int highestPriority = 0; foreach (GameObject weapon in aiWeaponLogic.itemWeapons) { WeaponManager manager = weapon.GetComponent <WeaponManager>(); float distanceFromMe = aiMapLogic.GetDistance(aiBase.gameObject, weapon); float distanceFactor = aiMapLogic.GetDistanceFactor(distanceFromMe); int priority = 0; switch (manager.type) { case WeaponEnum.flamethrower: float flamethrowerFactor = distanceFactor; priority = (int)flamethrowerFactor * 10; break; default: priority = 0; break; } if (priority == 0) { priority = 10; } weaponsPriorities.Add(priority); if (weaponsPriorities[weaponsPriorities.Count - 1] > highestPriority) { highestPriority = weaponsPriorities[weaponsPriorities.Count - 1]; } } aiWeaponLogic.bestWeaponItem = aiWeaponLogic.itemWeapons[weaponsPriorities.IndexOf(highestPriority)]; pickWeaponPriority = highestPriority; }
// We need to do some checking. void Start() { // We will check that the camera is referenced. if (cam == null) { // If the camera is not referenced, we will throw an exeception. Debug.LogError("PlayerShoot: No camera referenced!"); // Disable this script. this.enabled = false; } // Set the WeaponGFX layer. //weaponGFX.layer = LayerMask.NameToLayer(weaponLayerName); // Instantiate the WeaponManager. weaponManager = GetComponent <WeaponManager>(); }
// Use this for initialization void Awake() { // Set the singleton instance GameManager.instance = this; // Load other managers // PS: We don't make them as a game components, because we want them to be only accessible through the GameManager instance // Load and initialize InputManager this.inputManager = new InputManager(this); //Load and initialize WeaponManager this.weaponManager = new WeaponManager(this); this.weaponSelectionManager = new WSelectionManager(this); }
/// <summary> /// Loads and returns the owned weapons /// </summary> /// <returns></returns> internal ConcurrentDictionary <string, Weapon> LoadAndReturnWeapons() { DataTable Weps = null; ConcurrentDictionary <string, Weapon> Weapons = new ConcurrentDictionary <string, Weapon>(); Weapons.Clear(); using (IQueryAdapter dbClient = PlusEnvironment.GetDatabaseManager().GetQueryReactor()) { dbClient.SetQuery("SELECT * FROM `rp_weapons_owned` WHERE `user_id` = '" + this.mId + "'"); Weps = dbClient.getTable(); uint id = 0; if (Weps != null) { foreach (DataRow Row in Weps.Rows) { id++; string basename = Convert.ToString(Row["base_weapon"]); string name = Convert.ToString(Row["name"]); int mindam = Convert.ToInt32(Row["min_damage"]); int maxdam = Convert.ToInt32(Row["max_damage"]); int range = Convert.ToInt32(Row["range"]); bool canuse = Convert.ToBoolean(Row["can_use"]); if (!Weapons.ContainsKey(basename)) { Weapon BaseWeapon = WeaponManager.getWeapon(basename); if (BaseWeapon != null) { Weapon Weapon = new Weapon(id, basename, name, BaseWeapon.FiringText, BaseWeapon.EquipText, BaseWeapon.UnEquipText, BaseWeapon.ReloadText, BaseWeapon.Energy, BaseWeapon.EffectID, BaseWeapon.HandItem, range, mindam, maxdam, BaseWeapon.ClipSize, BaseWeapon.ReloadTime, BaseWeapon.Cost, BaseWeapon.CostFine, BaseWeapon.Stock, BaseWeapon.LevelRequirement, canuse); if (Weapon != null) { Weapons.TryAdd(basename, Weapon); } } } } } } return(Weapons); }
void Awake() { playerEnterExit = GetComponent <PlayerEnterExit>(); if (!playerEnterExit) { throw new Exception("PlayerEnterExit not found."); } playerCamera = GetComponentInChildren <Camera>(); if (!playerCamera) { throw new Exception("Player Camera not found."); } playerMouseLook = playerCamera.GetComponent <PlayerMouseLook>(); if (!playerMouseLook) { throw new Exception("PlayerMouseLook not found."); } playerMotor = GetComponent <PlayerMotor>(); if (!playerMotor) { throw new Exception("PlayerMotor not found."); } playerEntityBehaviour = GetComponent <DaggerfallEntityBehaviour>(); if (!playerEntityBehaviour) { throw new Exception("PlayerEntityBehaviour not found."); } weaponManager = GetComponent <WeaponManager>(); if (!weaponManager) { throw new Exception("WeaponManager not found."); } transportManager = GetComponent <TransportManager>(); if (!transportManager) { throw new Exception("TransportManager not found."); } SaveLoadManager.RegisterSerializableGameObject(this); }
public override void Awake() { base.Awake(); destructible = GetComponent <CharDestructible>(); destructible.onDeath += () => StartCoroutine(dieRoutine()); destructible.user = user; destructible.setVisible(true); levitator = GetComponent <Levitator>(); weaponManager = GetComponent <WeaponManager>(); weaponManager.setUser(user); _viewpoint.hud.AddHudComponent(weaponManager.hudComponent); _viewpoint.radar.addToWhitelist(destructible); }
// Start is called before the first frame update void Start() { //getting all the needed components, that we want to change/modify later myWeaponManager = GetComponent <WeaponManager>(); myHealthScript = GetComponent <HealthScript>(); myControllerScript = GetComponent <PlayerController>(); //applying all the stats //note: this overwrites these bitches so far: movementSpeed, maxHealth, and the weapon stat multipliers for (int i = 0; i < skillStats.Count; i++) { ApplyStatChange(skillStats[i].name); } //setting the starting health for the player, after setting the maxHealthStat myHealthScript.HealToMax(); }
private void Start() { FindObjectOfType <animationController>().equipFlash += CanShoot; Mag = Gun.Magzine; if (cam == null) { Debug.LogError("PlayerShoot : No camera component"); this.enabled = false; } originalRotation = transform.localEulerAngles; // weaponGFX.layer = LayerMask.NameToLayer(weaponLayerName);//assign layer to weaponGFX weaponManager = GetComponent <WeaponManager>(); playerMotor = GetComponent <PlayerMotor>(); rb = GetComponent <Rigidbody>(); WeaponGraphics gra = weaponManager.GetCurrentWeaponGraphics(); }
public void SetWeaponManager(WeaponManager wep) { weapon = wep; switch (weapon.GetTypeOfWeapon()) { case TypeOfWeapon.Fist: sword.SetActive(false); shield.SetActive(false); break; default: sword.SetActive(true); shield.SetActive(true); break; } }
/// <summary> /// Sets up the UI /// </summary> /// <param name="playerManager"></param> public void SetupUI(PlayerManager playerManager) { //Reset this IsPauseMenuOpen = false; hud.Setup(this); PlayerManager = playerManager; WeaponManager = playerManager.GetComponent <WeaponManager>(); pauseMenu.gameObject.SetActive(false); scoreBoardObject.SetActive(false); scoreBoardObject.GetComponent <ScoreBoard.ScoreBoard>().clientPlayer = playerManager; Logger.Debug("The ClientUI is now ready."); }
private void OnEnable() { audioSource = GetComponent <AudioSource>(); animator = GetComponent <Animator>(); weapon = GetComponentInChildren <WeaponManager>(); ShieldScript shield = GetComponentInChildren <ShieldScript>(); if (shield != null) { this.shield = shield.gameObject; } weapon.gameObject.SetActive(false); head = animator.GetBoneTransform(HumanBodyBones.Head); states = GetComponentInParent <StatesManager>(); }
// Use this for initialization void Start() { animator = transform.GetComponentInChildren <Animator>(); shootable = true; useGravity = true; if (animator == null) { Debug.LogError("Didn't find animator!"); } weaponID = 1; myRigidBody = GetComponent <Rigidbody2D>(); weaponManager = GetComponent <WeaponManager>(); }
void Start () { agent = GetComponentInChildren<NavMeshAgent> (); charMove = GetComponent<CharMove> (); anim = GetComponent<Animator> (); weaponManager = GetComponent<WeaponManager> (); //Retreives waypoints' transforms from a game object containing them if (waypointHolder) { Transform[] wayp = waypointHolder.GetComponentsInChildren<Transform> (); foreach (Transform tr in wayp) { if (tr != waypointHolder.transform) { waypoints.Add (tr); } } } }
// Use this for initialization void Start() { inputManager = GameManager.getInstance().getInputManager(); weaponManager = GameManager.getInstance().getWeaponManager(); weaponSelectionManager = GameManager.getInstance().getWSelectionManager(); //Creates a pool for weapons weaponManager.CreatePool(weaponSelectionManager.getMainWeapon(), 100); weaponManager.CreatePool(weaponSelectionManager.getAltWeapon(), 10); // If view is ours, attach us to the input manager if (photonView.isMine) { // Subscribe to all shooting input events inputManager.subscribeToInputGroup(EInputGroup.ShootingInput, this); } }
public void RunStart() { if (mpReferenceOnly) { return; } PlayerReference pr = GeneralVariables.playerRef; pl = pr.GetComponent <PlayerLook>(); pm = pr.GetComponent <PlayerMovement>(); wm = pr.wm; dm = pr.dm; ac = pr.ac; acs = pr.acs; tss = firePos.GetComponent <TimeScaleSound>(); UIController uiController = GeneralVariables.uiController; curAmmoDisplay = uiController.curAmmoDisplay; ammoLeftDisplay = uiController.ammoLeftDisplay; ammoBar = uiController.ammoBar; crosshair = uiController.crosshairs; if (muzzleLight != null) { muzzleBrightness = muzzleLight.intensity; } initializeTime = Time.time; PoolManager.Instance.Initialize(); gunVisuals = GetComponent <GunVisuals>(); shootImpulseGUI = 1f; reloadImpulseGUI = 1f; pa = GetComponent <PistolAnim>(); maxIndex = 2; SwitchFiringMethod(); flashlightOn = false; startCounting = false; fireCount = 0; asm = 1f; spreadReal = baseSpreadAmount; bsna = baseSpreadAmount; }
void Start() { wb = FindObjectOfType <WeaponBench>(); fwanimator = GameObject.FindGameObjectWithTag("FadeWall").GetComponent <Animator>(); altar = FindObjectOfType <Altar>(); //resUnit = altar.GetResUnit(); ic = FindObjectOfType <InputController>(); weaponmanager = FindObjectOfType <WeaponManager>(); sc = FindObjectOfType <SpawnController>(); aso = gameObject.GetComponent <AudioSource>(); sl = FindObjectOfType <SoundLibrary>(); statl = FindObjectOfType <StatLibrary>(); unit = gameObject.GetComponent <Unit>(); unit.SetDeadClip(sl.GetPlayerDead()); ownedWeaponGOs = new List <GameObject>(); previousWeapon = FindObjectOfType <PlayerWeapon>().name; ownedWeaponGOs.Add(sc.provideGameObject("BoneBag")); }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { if (DialogWindow.Instance().isDialogWindowActive()) { DialogWindow.Instance().Close(); if (WeaponManager.Instance().IsGameFinished) { goBack(); } } else { showQuitWindow(); } } }
public override void TryGetHurt(WeaponManager wm, bool counterbackEnable, Vector3 pos) { if (wm.GetActorManager().GetCurrentStateName() == (byte)ProjectConstant.PlayerState.BACK_STAB) { actorController.IssueTrigger(ProjectConstant.AnimatorParameter.HIT); actorController.IssueBool(ProjectConstant.AnimatorParameter.STAFF_STUNED); stateManager.StaffStuned(5f); } if (!stateManager.AddHP(-GetHurtDamage(wm.GetDamage()))) { actorController.IssueTrigger(ProjectConstant.AnimatorParameter.DIE); battleManager.Enable(false); } DamageUIManager.Instance.SetDamage((int)GetHurtDamage(wm.GetDamage()), pos, wm.IsCrit ? ColorSet.critColor : ColorSet.normalColor); }
// Start is called before the first frame update void Start() { cam = Camera.main; charStats = FindObjectOfType <CharacterStats>(); cameraLock = FindObjectOfType <CameraLock>(); anim = GetComponent <Animator>(); characterController = GetComponent <CharacterController>(); weaponManager = transform.GetComponentInChildren <WeaponManager>(); m_cameraLock = cameraLock.GetCameraLock(); if (charStats.GetHavingWeapon().ToString() != Weapon.Armed.ToString()) { weaponBack.transform.Find(charStats.GetHavingWeapon().ToString()).gameObject.SetActive(true); } defaultPlayerHeight = characterController.height; defaultPlayerCenter = characterController.center; }
private void Awake() { playerWeaponManager = transform.parent.parent.GetComponent <HUDManager>().GetPlayer().GetComponent <WeaponManager>(); playerAttacks = playerWeaponManager.GetAttacks(); for (int i = 0; i < playerAttacks.Length; i++) { weaponSlots[i].gameObject.SetActive(true); weaponSlots[i].weaponImage.sprite = playerAttacks[i].GetSprite(); } currentWeapon = 0; if (weaponSlots.Length > 0) { weaponSlots[0].SelectWeapon(); } }
public void Awake() { _dynamicGameObjects = GameObjectEx.Find(GameObjectNames.DynamicObjects); _playerGameObject = GameObjectEx.FindGameObjectWithTag(GameObjectTags.Player); _toMoveDirectionRotation = GetComponent <ToMoveDirectionRotation>(); _toTargetObjectRotation = GetComponent <ToTargetObjectRotation>(); var shadowLayer = Layers.GetLayer(LayerName.ShadowLayer); _layerMask = (1 << shadowLayer) | (1 << Layers.GetLayer(LayerName.Player)); _moveScript = GetComponent <MoveScript>(); _weaponManager = GetComponentInChildren <WeaponManager>(); if (_weaponManager == null) { Debug.LogError("Weapon manager not found in child objects."); } }
// Use this for initialization void Start() { GameObject gameStatusObj = GameObject.Find("GameStatus"); if (gameStatusObj) { gameStatus = gameStatusObj.GetComponent <GameStatus> (); } status = GameObject.FindGameObjectWithTag("Player").GetComponent <Status>(); inventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>(); weaponmanager = GameObject.FindGameObjectWithTag("Player").GetComponent <WeaponManager>(); ammoCounter = transform.Find("AmmoCounter").GetComponent <Text>(); playerHealth = transform.Find("HealthSlider").GetComponent <Slider>(); playerArmor = transform.Find("ArmorSlider").GetComponent <Slider>(); enemyCount = transform.Find("EnemyCount").GetComponent <Text> (); endUI = transform.Find("EndUI").gameObject; endUI.SetActive(false); }
// Use this for initialization void Start() { if (!UIExists) { UIExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } thePS = GetComponent <PlayerStats> (); theWeapon = FindObjectOfType <WeaponManager> (); amountOfArrows = FindObjectOfType <Arrows> (); theEHM = FindObjectOfType <EnemyHealthManager> (); theHE = FindObjectOfType <HurtEnemy> (); }
private void Start() { _uiManager = UiManager.GetInstance(); _weaponManager = WeaponManager.GetInstance(); _assembleManager = AssembleManager.GetInstance(); var weaponId = _assembleManager.GetWeaponId(); _primary = new Weapon(_weaponManager.GetWeaponData(weaponId.primary), transform); _secondary = new Weapon(_weaponManager.GetWeaponData(weaponId.secondary), transform); _primary.ShowWeaponName(); _secondary.ShowWeaponName(); _current = _primary; _uiManager.SetWeaponName(_current.WeaponName); _uiManager.UpdateAmmoDisplay(_current.CurrentAmmo, _current.MaxAmmo); }
private void OnEnable() { m_Target = (target as WeaponManager); m_FPController = serializedObject.FindProperty("m_FPController"); m_CameraTransformReference = serializedObject.FindProperty("m_CameraTransformReference"); m_InteractionRadius = serializedObject.FindProperty("m_InteractionRadius"); m_WeaponSwitchMode = serializedObject.FindProperty("m_WeaponSwitchMode"); m_AmmoTag = serializedObject.FindProperty("m_AmmoTag"); m_AdrenalinePackTag = serializedObject.FindProperty("m_AdrenalinePackTag"); m_EquippedWeaponsList = serializedObject.FindProperty("m_EquippedWeaponsList"); m_ItemPickupSound = serializedObject.FindProperty("m_ItemPickupSound"); m_ItemPickupVolume = serializedObject.FindProperty("m_ItemPickupVolume"); m_FastChangeWeapons = serializedObject.FindProperty("m_FastChangeWeapons"); m_WeaponList = serializedObject.FindProperty("m_WeaponList"); m_DefaultWeapon = serializedObject.FindProperty("m_DefaultWeapon"); m_FragGrenade = serializedObject.FindProperty("m_FragGrenade"); m_Adrenaline = serializedObject.FindProperty("m_Adrenaline"); }
protected override void Awake() { ID = (int)PlayerStates.ID.Normal; base.Awake(); m_Health = GetComponent <Health> (); m_Body = GetComponent <MovingObject> (); m_WeaponManager = GetComponent <WeaponManager> (); m_ActionMoveLeft = new UnityAction <CommandModifier> (MoveLeft); m_ActionMoveRight = new UnityAction <CommandModifier> (MoveRight); m_ActionMoveStopt = new UnityAction <CommandModifier> (MoveStop); m_ActionFire = new UnityAction <CommandModifier> (Fire); m_ActionLaser = new UnityAction <CommandModifier> (Laser); m_ActionShield = new UnityAction <CommandModifier> (Shield); m_ActionGodState = new UnityAction <CommandModifier> (GodState); m_ActionAutodestruction = new UnityAction <CommandModifier> (Autodestruction); }
void Awake(){ weaponManager = GameObject.Find ("WeaponManagerContainer").GetComponent<WeaponManager>(); WeaponAPrefab = weaponManager.ASetter; WeaponWPrefab = weaponManager.WSetter; WeaponDPrefab = weaponManager.DSetter; WeaponSPrefab = weaponManager.SSetter; //instantiate weapons if (WeaponAPrefab != null) WeaponA = Instantiate (WeaponAPrefab); if (WeaponWPrefab != null) WeaponW = Instantiate (WeaponWPrefab); if (WeaponDPrefab != null) WeaponD = Instantiate (WeaponDPrefab); if (WeaponSPrefab != null) WeaponS = Instantiate (WeaponSPrefab); }
void Start () { if (Camera.main != null) { cam = Camera.main.transform; } character = GetComponent<CharMove> (); anim = GetComponent<Animator> (); weaponManager = GetComponent<WeaponManager> (); col = GetComponent<CapsuleCollider> (); startHeight = col.height; cameraFunctions = Camera.main.GetComponentInParent<FreeCameraLook> (); offsetCross = cameraFunctions.crosshairOffsetWiggle; }
void Awake() { //There can be only one if(Master == null) { DontDestroyOnLoad(gameObject); Master = this; playerData = transform.GetComponent<PlayerData> (); WeaponMngr = GetComponent<WeaponManager>(); //Load all sectors Sector[] sectorObjects = Resources.LoadAll<Sector>("Sectors/"); foreach (Sector s in sectorObjects) Sectors[s.name] = s; } else if(Master != this) { Destroy(gameObject); } }
//в авейке все это работает плохо protected void Start() { //Debug.Log("WeaponSelector Start"); debugmanager = GameObject.Find("DebugManager").GetComponent<DebugManager>(); uimanager = GameObject.Find("UIManager").GetComponent<UIManager>(); uimanager.OnCall_WSelector += MoveandAppeare; uimanager.OnCloseGUI += Disappeare; uimanager.OnPress_WButton += ShowRadius; uimanager.OnCloseGUI += HideRadius; _transform = transform; _gameObject = gameObject; _gameObject.SetActive(false); _weaponmanager = _camera.GetComponent<WeaponManager>(); _resourceManager = _camera.GetComponent<ResourceManager>(); radiusGM = GameObject.Find("Radius"); radiusT = radiusGM.transform; foreach (Transform t in _transform) { if (t.name.Contains("WButton")) { SelectorButton button = t.GetComponent<SelectorButton>(); WeaponType weapondata = _weaponmanager.GetPrimaryWeaponData(button.id); //Debug.Log("but " + id); if (weapondata != null) { button.SetWButtonState(weapondata); } else { button.SetButtonLock(LockSprite); } } } }
void Start() { state = GetComponent<IPlayerStateFullAccess>(); controller = GetComponent<CharacterController2D>(); weaponManager = GetComponentInChildren<WeaponManager>(); SetCharacterAnimations(state.Character); }
//public ParticleSystem particleSys; //public AudioSource audioSource; void Start() { if (Camera.main != null) { playerCamera = Camera.main.transform; } else { print("Unable to locate main camera!"); } characterMove = GetComponent<CharacterMovement>(); weaponManager = GetComponent<WeaponManager>(); animator = GetComponent<Animator>(); }
void OnEnable() { _weaponMan = (WeaponManager)target; }
void Start() { if (cam == null) { Debug.LogError("PlayerShoot: No camera referenced!"); this.enabled = false; } weaponManager = GetComponent<WeaponManager>(); }
private void Awake() { man = this; Initalize (); }
// Runs before Start void Awake() { // Makes sure that there is only ever one of this script in the game if (data == null) { DontDestroyOnLoad(gameObject); data = this; // Initialise achievement data achievementManager = GetComponent<AchievementManager>(); achievementManager.Initialise(); // Load game data from file when starting Load(); // Initialise weapon data weaponManager = GetComponent<WeaponManager>(); weaponManager.Initialise(weaponCount); } else if (data != this) { Destroy(gameObject); } }
// Use this for initialization void Start() { weaponMng = GameObject.FindGameObjectWithTag("Manager").GetComponent<WeaponManager>(); }
void Start() { controller = GetComponent<CharacterController2D>(); weaponManager = GetComponentInChildren<WeaponManager>(); }
void Awake() { rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); weaponManager = GetComponent<WeaponManager>(); }
void Start() { wepManager = FindObjectOfType<WeaponManager>(); }
void Start() { anim = GetComponentInChildren<Animator>(); wM = GetComponent<WeaponManager>(); }
protected virtual void Awake() { // Lifetime _lifetime = _DORMANT_LIFESPAN; // Weapon manager _weaponManager = GameObject.FindGameObjectWithTag ("WeaponManager").GetComponent<WeaponManager>(); // Layers _layEnemy = LayerMask.NameToLayer("Enemy"); _layIgnoreCollisions = LayerMask.NameToLayer("IgnoreCollisions"); // ignore all collisions _layIgnoreEntities = LayerMask.NameToLayer("IgnoreEntities"); // collide with scene but ignore entity collisions (for dormant weapons) _layIgnorePlayer = LayerMask.NameToLayer("IgnorePlayer"); // ignore player only, for when thrown and just want to hit enemies and the floor // Collider _collider = GetComponent<Collider2D>(); // Find Pickup Trigger Transform[] children = GetComponentsInChildren<Transform>(); foreach(Transform child in children) { if(child.gameObject.name == "PickupTrigger") _pickupTrigger = child.gameObject; } if(_pickupTrigger == null) Debug.LogError(name + " has no child called 'PickupTrigger'. Needed to allow player to pick up weapon"); // Inits _rigid = GetComponent<Rigidbody2D>(); gameObject.layer = _layIgnorePlayer; OnAwake(); Init (); }
// Use this for initialization void Start() { iAMng = GetComponent<EnemyIA>(); statsSCR = GetComponent<EnemyStats>(); shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); eventsMng = GameObject.FindGameObjectWithTag("Manager").GetComponentInChildren<EventsMainManager>(); weaponsMng = GameObject.FindGameObjectWithTag("Manager").GetComponent<WeaponManager>(); weaponsMng.enemy = gameObject; StartCoroutine(RepairHullCrt()); StartCoroutine(InitCrew()); }
void Start() { agent = GetComponent<NavMeshAgent>(); charMove = GetComponentInChildren<HumanCharacter>(); anim = GetComponentInChildren<Animator>(); weaponManager = GetComponent<WeaponManager>(); Transform[] wayp = waypointHolder.GetComponentsInChildren<Transform>(); foreach (Transform tr in wayp) { if (tr != waypointHolder.transform) waypoints.Add(tr); } }
void Start() { playerActionManager = new ActionManager(this); playerWeaponManager = new WeaponManager(this); playerHealthManager = new HealthManager(this); gameController = GameController.instance; Screen.lockCursor = true; // if classic mode then each player belongs to a base // id of the player which owns this object teamID = GetComponent<PhotonView>().owner.ID; SetTeamColor(); if (BaseManager.instance) { teamBase = BaseManager.instance.BaseForID(teamID); } }
void Awake() { _transform = this.transform; _mover = GetComponent<Mover>(); _animation = new EnemyAnimation(GetComponentInChildren<Animator>()); _myRenderer = GetComponentInChildren<SpriteRenderer>(); _graphicsTrans = _myRenderer.transform; _weaponManager = GameObject.FindGameObjectWithTag("WeaponManager").GetComponent<WeaponManager>(); _ticketManager = GameObject.FindGameObjectWithTag("TicketManager").GetComponent<TicketManager>(); myTeam = Team.ENEMY; Initialize(); }