private void OnEnable() { m_camMovement = GetComponent <CameraMovement>(); m_targetPosition = transform.position; m_covered = false; ammoController = AmmoController.Instance; }
private void Awake() { m_rect = GetComponent <RectTransform>(); m_camera = Camera.main; ammoController = AmmoController.Instance; }
void Start() { player = transform.parent.gameObject; playerHealth = transform.parent.GetComponent <PlayerHealth>(); ammoController = transform.parent.GetComponent <AmmoController>(); powerUpController = transform.parent.GetComponent <PowerUpController>(); gameUI = FindObjectOfType <GameUI>(); }
void ReleaseBullet() { AmmoController bulletInstance = Instantiate(bulletPrefab, muzzleTransform.position, muzzleTransform.rotation) as AmmoController; bulletInstance.GetComponent <Rigidbody>().AddForceAtPosition(muzzleTransform.forward * bulletSpeed, muzzleTransform.position, ForceMode.Impulse); //yield return new WaitForSeconds(shotDuration); //Destroy(bulletInstance.gameObject); }
void Start() { rb2D = GetComponent <Rigidbody2D> (); score = scoreObject.GetComponent <ScoreController> (); score.SetScoreRate(10); healthController = Health.GetComponent <HealthController> (); ammoController = AmmoController.GetComponent <AmmoController> (); }
private void OnTriggerEnter2D(Collider2D other) { AmmoController ammoController = transform.parent.GetComponentInChildren <AmmoController>(); Ammo tankAmmo = other.transform?.GetComponentInChildren <Ammo>(); if (other.name == ColliderName && tankAmmo != null) { ammoController.RefillTank(tankAmmo); Destroy(transform.parent.gameObject); } }
void Shoot() { timer = timer - Time.deltaTime; if (Input.GetMouseButton(0) && timer <= 0 && AmmoController._ARCurrentAmmo > 0) { Debug.Log("Shooting"); Instantiate(explosion, AssaultRifleGun.position, AssaultRifleGun.rotation); Instantiate(bulletPrefab, AssaultRifleGun.position, AssaultRifleGun.rotation); AmmoController.ARAmmoDecrease(); timer = 0.25f; } }
private void OnTriggerEnter2D(Collider2D collision) { GameObject collidedObject = collision.gameObject; switch (collidedObject.tag) { case "laser": Projectile proj = collidedObject.GetComponent <Projectile> (); int dmgValue = proj.GetDamage(); playerHealth -= dmgValue; hpSlider.value = playerHealth; SpawnFloatingText("damage", dmgValue.ToString()); proj.Hit(); if (playerHealth < 0) { Die(); } break; case "meteorite": Die(); break; case "ammo": AmmoController ammoController = collidedObject.GetComponent <AmmoController> (); int addRocketsCount = ammoController.GetRocketsCount(); int addShieldEnergy = ammoController.GetShieldEnergy(); int addPlayerHealth = ammoController.GetHealEnergy(); shieldEnergy += addShieldEnergy; playerHealth += addPlayerHealth; rocketsCount += addRocketsCount; SpawnFloatingText("rockets", addRocketsCount.ToString()); SpawnFloatingText("heal_energy", addPlayerHealth.ToString()); SpawnFloatingText("shield_energy", addShieldEnergy.ToString()); Destroy(collision.gameObject); break; } }
// Use this for initialization void Start() { ac = GetComponent <AmmoController> (); hms = GetComponent <HealthManagementScript> (); }
void FixedUpdate() { Shoot(); AmmoController.ARAmmoController(); //AmmoController.GetComponent<AmmoController>().ARAmmoController(); }
void Start() { ammoController = GetComponent <AmmoController>(); shootingSpeed = ammoController.shootingSpeed / 2; bulletSpeed = ammoController.bulletSpeed; }
//public GameObject WeaponSwapControllerGO; void Awake() { AC = this; }
void Start() { controller = GetComponent <AmmoController> (); }
// Start is called before the first frame update void Start() { ammoController = transform.parent.Find("AmmoController").gameObject.GetComponent <AmmoController>(); }
void Start() { controller = GetComponent<AmmoController> (); }
// Start is called before the first frame update void Start() { RB = GetComponent <Rigidbody2D>(); AmmoRef = GetComponent <AmmoController>(); }