// Use this for initialization void Start() { showCursor = false; gameOver = false; menuVisible = false; player = GameObject.FindGameObjectWithTag("Player"); health = player.GetComponent <Health>(); healthNow = health.health; healthMax = health.maxHealth; healthbarLength = healthNow / healthMax; //This and line 39 are the ways you should probably be able to get stuff. gtg lol ebin xD GameObject go = GameObject.FindGameObjectWithTag("GameEnv"); gameEnv = go.GetComponent <GameEnv>(); lives = 3; quiver = GameObject.FindGameObjectWithTag("Player").GetComponent <AmmoQuiver>(); }
public override void ApplyEffect(GameObject player) { var slot = GameObject.FindGameObjectWithTag("WeaponSlot"); if (!slot.transform.IsChildOf(player.transform) || slot.transform.childCount == 0) { return; } var weapslot = slot.GetComponent <WeaponSlot>(); if (weapslot == null) { return; } weapslot.SetWeapon(weapon); weapslot.addWeaponToInv((int)WeaponNumber, weapon); if (WeaponNumber == WeaponSlot.WeaponType.ROCKET_LAUNCHER) { AmmoQuiver quiver = player.GetComponent <AmmoQuiver>(); quiver.AddRocketsToQuiver(RocketCountInPickup); } /*var weap = slot.transform.GetChild(0); * var fire = weap.GetComponent<AutoFire>(); * * if (fire == null) * { * return; * } * * fire.frequency *= 2; * fire.coneAngle *= 5;*/ }
// Use this for initialization void Start() { //quiver = GameObject.FindGameObjectsWithTag("Player")[0].GetComponent(AmmoQuiver); quiver = GameObject.FindGameObjectWithTag("Player").GetComponent <AmmoQuiver>(); }
// Use this for initialization void Start() { quiver = GameObject.FindGameObjectWithTag("Player").GetComponent <AmmoQuiver>(); }
public override void ApplyEffect(GameObject player) { AmmoQuiver quiver = player.GetComponent <AmmoQuiver>(); quiver.AddBulletsToQuiver(bulletsInPickup); }