void Start() { _main = (Main)FindObjectOfType(typeof(Main)); _playerMovement = (PlayerMovement)FindObjectOfType(typeof(PlayerMovement)); _weaponMenager = (WeaponMenager)FindObjectOfType(typeof(WeaponMenager)); _saveData = (SaveData)FindObjectOfType(typeof(SaveData)); }
public void TakeOff() { WeaponMenager item = GameObject.Find("WeaponMenager").GetComponent <WeaponMenager>(); PlayerControler player = GameObject.Find("Player").GetComponent <PlayerControler>(); if (isSword == true) { if (player.playerSword == item.swords[id]) { player.SetSwordEmpty(); player.playerSword.SetActive(false); player.dynamicNotificationDisplay.GetComponent <UnityEngine.UI.Text>().text = title + " was allready taken off"; player.notificationAnim.SetTrigger("Show"); } } if (isShield == true) { if (player.playerShield == item.shields[id]) { player.SetShieldEmpty(); player.playerShield.SetActive(false); player.dynamicNotificationDisplay.GetComponent <UnityEngine.UI.Text>().text = title + " was allready taken off"; player.notificationAnim.SetTrigger("Show"); } } }
public void Equip() { WeaponMenager item = GameObject.Find("WeaponMenager").GetComponent <WeaponMenager>(); PlayerControler player = GameObject.Find("Player").GetComponent <PlayerControler>(); sound.Play(); if (isSword == true) { item.ClearSwords(); player.playerSword = item.swords[id]; player.playerSword.SetActive(true); player.swIconDisplay.sprite = icon; player.swTitleDisplay.GetComponent <UnityEngine.UI.Text>().text = title; } if (isShield == true) { item.ClearShields(); player.playerShield = item.shields[id]; player.playerShield.SetActive(true); player.shIconDisplay.sprite = icon; player.shTitleDisplay.GetComponent <UnityEngine.UI.Text>().text = title; } itemAnim.SetTrigger("Presentation"); player.dynamicNotificationDisplay.GetComponent <UnityEngine.UI.Text>().text = title + " was allready equipped"; player.notificationAnim.SetTrigger("Show"); }
void Start() { source = GetComponent <AudioSource>(); main = FindObjectOfType <Main>(); weaponMenager = GetComponentInChildren <WeaponMenager>(); main.SetHealth(health); pickUP_Sprite.SetActive(false); }
private void OnTriggerEnter2D(Collider2D coll) { player = coll.GetComponent <PlayerMovement>(); weaponMenager = coll.GetComponentInChildren <WeaponMenager>(); if (player != null) { collision = coll; touched = true; player.pickUP_Sprite.SetActive(true); } }