private void Start() { weaponHolder = GameObject.Find("WeaponHolder").GetComponent <Transform>(); wS = weaponHolder.GetComponent <WeaponSwitcher>(); currentWep = weaponHolder.GetChild(wS.currentWeapIndex); dT = GameObject.Find("WeaponTextFam").GetComponent <Text>().GetComponent <DisableText>(); }
// Start is called before the first frame update void Start() { music = GameObject.FindGameObjectWithTag("Music").GetComponent <MusicManager>(); switcher = gameObject.GetComponent <WeaponSwitcher>(); }
// Use this for initialization protected override void Start() { base.Start(); player = transform.parent.GetComponent <Player>(); playerRenderer = player.sprite.GetComponent <SpriteRenderer>(); playerWeaponSwitcher = player.GetComponentInChildren <WeaponSwitcher>(); }
private void Start() { leftInMagazine = magazineSize; weaponSwitcher = GetComponentInParent <WeaponSwitcher>(); //playerAnimator = GetComponentInParent<Animator>(); gunAnimator = GetComponent <Animator>(); //currentWeaponScript = GetComponentInParent<CurrentWeapon>(); }
// Use this for initialization void Start() { gc = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); tc = GameObject.FindGameObjectWithTag("GameController").GetComponent <TextController> (); ws = GameObject.FindGameObjectWithTag("Player").GetComponent <WeaponSwitcher> (); statObjectParent = GameObject.FindGameObjectWithTag("Stat Object"); itemForSale = GetComponent <Gun> (); itemForSale.CreateGun(gunClass, gc.wave); }
void Start() { weaponSwitcher = GetComponentInParent <WeaponSwitcher>(); HUD = FindObjectOfType <HUD_Manager>(); interval_ = fireDelay; maxAmmo = currentBullets; maxBullets = currentAmmo; cam = Camera.main; layer = ~layer; }
private void findPlayerInventory() { try { playerInventory = PlayerManager.instance.player.GetComponent <Player>().inventory; } catch (NullReferenceException) { playerInventory = null; } }
protected void OnTriggerEnter(Collider col) { // Pickup the new weapon if (col.transform.CompareTag("Player") && gameObject.CompareTag("NewWeapon")) { WeaponSwitcher playerInventory = PlayerManager.instance.player.GetComponent <Player>().inventory; playerInventory.UnlockWeapon(this); // Switch weapon tag gameObject.tag = "Untagged"; } }
private IEnumerator initialize() { yield return(new WaitForSeconds(0.2f)); currentTypeOfAmmo = TypeOfAmmo.Bullets; ammo = FindObjectOfType <Ammo>(); ammo.OnAmmoAmountChanged.AddListener(UpdateAmmoAmount); UpdateAmmoAmount(ammo.GetAmmoAmount(currentTypeOfAmmo), currentTypeOfAmmo); switcher = FindObjectOfType <WeaponSwitcher>(); switcher.OnWeaponSwitched.AddListener(UpdateAmmoType); UpdateAmmoType(currentTypeOfAmmo); }
// Start is called before the first frame update void Start() { player = GetComponent <PlayerController>(); ammoTest = GameObject.Find("WeaponHolder").GetComponent <WeaponSwitcher>(); ak47 = GetComponent <AudioSource>(); currentAmmo = maxAmmo; ammoTest.ammo = currentAmmo; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
void Start() { inv = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory> (); heldGun = GameObject.FindGameObjectWithTag("Player").GetComponent <WeaponSwitcher> ().chosenWeapon; tc = GameObject.FindGameObjectWithTag("GameController").GetComponent <TextController> (); ws = GameObject.FindGameObjectWithTag("Player").GetComponent <WeaponSwitcher> (); currentWave = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> ().wave; gun = GetComponent <Gun> (); au = GetComponent <AudioSource> (); beam = GetComponentInChildren <ParticleSystem> ().main; statObjectParent = GameObject.FindGameObjectWithTag("Stat Object"); gun.CreateGun(gunClass, currentWave); //change the beam colour based on the rarity made above string beamColour = gun.GetRarity(); switch (beamColour) { case ("Common"): break; case ("Uncommon"): beam.startColor = new Color(0f, 255f, 0f); break; case ("Rare"): beam.startColor = new Color(0f, 0f, 255f); break; case ("Epic"): beam.startColor = new Color(200f, 0f, 255f); break; case ("Legendary"): beam.startColor = new Color(255f, 65f, 0f); break; } }
void Start() { canShoot = false; canSwitch = false; anim = GetComponent <Animator>(); cam = GetComponentInParent <Camera>(); aS = GetComponent <AudioSource>(); pC = GetComponentInParent <PlayerController>(); crossHair = GameObject.Find("Crosshair").GetComponent <Transform>(); bulletList = GameObject.Find("Bullets").GetComponent <Transform>(); clipText = GameObject.Find("ClipText").GetComponent <Text>(); heli = GameObject.Find("Heli").GetComponent <Helicopter>(); mN = GameObject.Find("Money").GetComponent <Money>(); sP = GameObject.Find("SupplyPlane").GetComponent <SupplyPlane>(); wS = GameObject.Find("WeaponHolder").GetComponent <WeaponSwitcher>(); Reload(); updateClips(); maxClips = clips; sh = GameObject.Find("Shop").GetComponent <Shop>(); if (canScope == true) { crossHair.gameObject.SetActive(false); } }
protected override void Awake() { base.Awake(); switcher = GetComponent <PlayerEquipmentSwitcher>(); meleeSys = GetComponent <PlayerMeleeSystem>(); }
private void GrabWeaponSwitcher() { playerWeaponSwitcher = playerGameObject.GetComponentInChildren <WeaponSwitcher>(); }
// Start is called before the first frame update void Start() { weaponSwitcher = FindObjectOfType <WeaponSwitcher>(); }
private void Start() { weaponBehaviour = FindObjectOfType <WeaponSwitcher>(); currentWeapon = weaponBehaviour.currentWeapon; navigation = GetComponentInChildren <EnemyAI>().navMeshAgent; }