void Start() { // Obtains the components from the Controller2D script. playerControl = GetComponentInParent <Controller2D>(); // Obtains the components from the BlasterManager script. blasterManager = FindObjectOfType <BlasterManager>(); // Obtains the components from the PrefabBlasterManager script. prefabBlasterManager = GetComponent <PrefabBlasterManager>(); // Obtains the components from the BlasterCalculations script. blasterCalculations = GetComponent <BlasterCalculations>(); // If all 4 locks (power, magnetic, thermal and diffusion) are false, make powerModeIsOn true by default. if (powerModeIsOn == false && magneticModeIsOn == false && thermalModeIsOn == false && diffusionModeIsOn == false) { // powerModeIsOn will become true when everything else is (or becomes) false. powerModeIsOn = true; } // If all 4 checks (standard, charging, charged, and second charged) are false, make isThisAStandardShot true by default. if (isThisAStandardShot == false && isThisAChargingShot == false && isThisAChargedShot == false && isThisASecondChargedShot == false) { // isThisAStandardShot will become true when everything else is (or becomes) false. isThisAStandardShot = true; } }
[SerializeField] string backToTheTitleScreen = null; // Allows the User to type in the Title Screen Scene that will be used for this button. void Start() { // Obtains the components from the PlayerMovement, CameraFollow and BlasterManager Script. playerMovementController = FindObjectOfType <PlayerMovement>(); armMovementController = FindObjectOfType <BlasterManager>(); cameraMovementController = FindObjectOfType <CameraFollow>(); }
void Start() { // Obtains the components from the PlayerMovement, CameraFollow and BlasterManager Script. playerMovementController = FindObjectOfType<PlayerMovement>(); armMovementController = FindObjectOfType<BlasterManager>(); cameraMovementController = FindObjectOfType<CameraFollow>(); }
bool greenBlasterMode; // Used to hold the Diffusion Mode boolean value in the Blaster Manager Script. void Start() { // First finds the modeIcon GameObject and then obtains the Image components. modeIcon = GameObject.Find("ModeIcon").GetComponent <Image>(); // Obtains the components and scripts from the Arm GameObject on the Player. GameObject armBlasterContainer = GameObject.Find("Arm"); // Has access to all of the public variables located within PrefabBlasterManager. blasterManager = armBlasterContainer.GetComponent <BlasterManager>(); if (healthBarRectangle == null) { // Provides a visible alert in the Unity Editor's Console Log. Debug.LogError("Status Indicator: No health bar object referenced!"); } if (healthText == null) { // Provides a visible alert in the Unity Editor's Console Log. Debug.LogError("Stauts Indicator: No health text object referenced!"); } if (modeIcon == null) { // Provides a visible alert in the Unity Editor's Console Log. Debug.LogError("Stauts Indicator: No mode icon object referenced!"); } }
[HideInInspector] Vector2 direction; // Used to hold changes made to the x and y axis. void Start() { // Obtains the components from the Controller2D and BlasterManager Script. playerController = FindObjectOfType <Controller2D>(); arm = FindObjectOfType <BlasterManager>(); // Checks to see if the Player's arm has not rotated. if (arm.transform.localRotation.z == 0.0f) { // Checks to see if the Player isn't holding up or down when shooting // or if the Player is shooting when holding down on the ground. if (Input.GetAxisRaw("VerticalMove") == 0 || (Input.GetAxisRaw("VerticalMove") == -1 && playerController.collisions.below)) { // Checks to see if the Player is moving/facing right. if (playerController.transform.localScale.x > 0) { // Used to make the Player shoot towards the right. direction = new Vector2(shotSpeed, 0); } // Checks to see if the Player is moving/facing left. if (playerController.transform.localScale.x < 0) { // Used to make the Player shoot towards the left. direction = new Vector2(-shotSpeed, 0); } } } // Checks to see if the Player's arm has rotated 90 degrees. if (arm.transform.localRotation.z > 0.70f) { // Checks to see if the Player is holding up. if (Input.GetAxisRaw("VerticalMove") == 1) { // Used to make the Player shoot upwards. direction = new Vector2(0, shotSpeed); } // Checks to see if the Player is holding down. if (Input.GetAxisRaw("VerticalMove") == -1) { // Used to make the Player shoot downwards. direction = new Vector2(0, -shotSpeed); } } }
int shotSpeed = 10; // The speed the shot can travel in the x and y axis. #endregion Fields #region Methods void Start() { // Obtains the components from the Controller2D and BlasterManager Script. playerController = FindObjectOfType<Controller2D>(); arm = FindObjectOfType<BlasterManager>(); // Checks to see if the Player's arm has not rotated. if (arm.transform.localRotation.z == 0.0f) { // Checks to see if the Player isn't holding up or down when shooting // or if the Player is shooting when holding down on the ground. if (Input.GetAxisRaw("VerticalMove") == 0 || (Input.GetAxisRaw("VerticalMove") == -1 && playerController.collisions.below )) { // Checks to see if the Player is moving/facing right. if (playerController.transform.localScale.x > 0) { // Used to make the Player shoot towards the right. direction = new Vector2(shotSpeed, 0); } // Checks to see if the Player is moving/facing left. if (playerController.transform.localScale.x < 0) { // Used to make the Player shoot towards the left. direction = new Vector2(-shotSpeed, 0); } } } // Checks to see if the Player's arm has rotated 90 degrees. if (arm.transform.localRotation.z > 0.70f) { // Checks to see if the Player is holding up. if (Input.GetAxisRaw("VerticalMove") == 1) { // Used to make the Player shoot upwards. direction = new Vector2(0, shotSpeed); } // Checks to see if the Player is holding down. if (Input.GetAxisRaw("VerticalMove") == -1) { // Used to make the Player shoot downwards. direction = new Vector2(0, -shotSpeed); } } }
void Start() { // First finds the modeIcon GameObject and then obtains the Image components. modeIcon = GameObject.Find("ModeIcon").GetComponent<Image>(); // Obtains the components and scripts from the Arm GameObject on the Player. GameObject armBlasterContainer = GameObject.Find("Arm"); // Has access to all of the public variables located within PrefabBlasterManager. blasterManager = armBlasterContainer.GetComponent<BlasterManager>(); if (healthBarRectangle == null) { // Provides a visible alert in the Unity Editor's Console Log. Debug.LogError("Status Indicator: No health bar object referenced!"); } if (healthText == null) { // Provides a visible alert in the Unity Editor's Console Log. Debug.LogError("Stauts Indicator: No health text object referenced!"); } if (modeIcon == null) { // Provides a visible alert in the Unity Editor's Console Log. Debug.LogError("Stauts Indicator: No mode icon object referenced!"); } }
void Start() { // Obtains the components from the BlasterManager script. blasterManager = GetComponent<BlasterManager>(); }
BlasterManager blasterManager; // References the BlasterManager configurations. void Start() { // Obtains the components from the BlasterManager script. blasterManager = GetComponent <BlasterManager>(); }
void Start() { // Obtains the components from the Controller2D script. playerControl = GetComponentInParent<Controller2D>(); // Obtains the components from the BlasterManager script. blasterManager = FindObjectOfType<BlasterManager>(); // Obtains the components from the PrefabBlasterManager script. prefabBlasterManager = GetComponent<PrefabBlasterManager>(); // Obtains the components from the BlasterCalculations script. blasterCalculations = GetComponent<BlasterCalculations>(); // If all 4 locks (power, magnetic, thermal and diffusion) are false, make powerModeIsOn true by default. if (powerModeIsOn == false && magneticModeIsOn == false && thermalModeIsOn == false && diffusionModeIsOn == false) { // powerModeIsOn will become true when everything else is (or becomes) false. powerModeIsOn = true; } // If all 4 checks (standard, charging, charged, and second charged) are false, make isThisAStandardShot true by default. if (isThisAStandardShot == false && isThisAChargingShot == false && isThisAChargedShot == false && isThisASecondChargedShot == false) { // isThisAStandardShot will become true when everything else is (or becomes) false. isThisAStandardShot = true; } }