private void Awake() { bar = transform.GetComponentInChildren <Image>(); movement = GameObject.Find("Player").GetComponent <CMovement>(); bar.fillAmount = 0; gameObject.SetActive(false); }
public override void Awake() { base.Awake(); settings = new ES3Settings(ES3.EncryptionType.AES); if (ES3.KeyExists("IsContinue", "Stage.es3")) { if (ES3.Load <bool>("IsContinue", "Stage.es3")) { this.StageLoadData(); } else { this.NotSaveChpaterEnter(); } } else { this.NotSaveChpaterEnter(); } player = FindObjectOfType <CMovement>(); portal = this.transform.Find("Portal").GetComponent <CPortal>(); portal.SetChapterScene(this); this.MoveStage(); }
public override void Awake() { base.Awake(); animator = this.GetComponent <Animator>(); this.fCurrentHealth = this.fStartHealth; movement = this.GetComponent <CMovement>(); shooter = this.GetComponent <CShooter>(); this.flashTime = 0.25f; if (ES3.KeyExists("CurrentHealth", "Player.es3")) { fCurrentHealth = ES3.Load <float>("CurrentHealth", "Player.es3"); fMaxHealth = ES3.Load <float>("MaxHealth", "Player.es3"); shield = ES3.Load <int>("Shield", "Player.es3"); } else { ES3.Save <int>("Shield", shield, "Player.es3"); ES3.Save <float>("CurrentHealth", fCurrentHealth, "Player.es3"); ES3.Save <float>("MaxHealth", fMaxHealth, "Player.es3"); } heartUI = GameObject.Find("Heart_UI").GetComponent <CHeartUI>(); heartUI.SetHeart((int)fCurrentHealth, (int)fMaxHealth, shield); onDeath += EndGame; }
internal override void FixedUpdate() { int[] entities = GetEntitiesWithComponents(typeof(CMovement), typeof(CTransform)); foreach (int eID in entities) { CMovement cMovement = GetComponent <CMovement>(eID); CTransform cTransform = GetComponent <CTransform>(eID); if (HasComponent <CRigidbody>(eID)) { CRigidbody cRigidbody = GetComponent <CRigidbody>(eID); if (cRigidbody.RigidBody.isKinematic == false) { cRigidbody.RigidBody.AddForce(cMovement.VelocityX, cMovement.VelocityY, cMovement.VelocityZ, ForceMode.VelocityChange); } else { Vector3 newPos = cRigidbody.RigidBody.position + new Vector3(cMovement.VelocityX, cMovement.VelocityY, cMovement.VelocityZ); cRigidbody.RigidBody.MovePosition(newPos); } } else { cTransform.GameObject.transform.Translate(cMovement.VelocityX, cMovement.VelocityY, cMovement.VelocityZ); } cMovement.VelocityX = 0; cMovement.VelocityY = 0; cMovement.VelocityZ = 0; } }
void Update() { if (delay.Over()) { delay.Start(); //Wait for frequency foreach (DissolveEffect dissolve in dissolvedMeshes) { dissolve.Constitute(); } dissolvedMeshes.Clear(); CMovement playerMove = Cache.Get.player.GetComponent <CMovement>(); if (!playerMove.IsInside()) { return; } RaycastHit[] hits; hits = Physics.RaycastAll(cam.position, playerMove.transform.position - cam.position, Vector3.Distance(playerMove.transform.position, cam.position)); for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; DissolveEffect dissolveMesh = hit.transform.GetComponent <DissolveEffect>(); if (dissolveMesh) { dissolveMesh.Dissolve(); dissolvedMeshes.Add(dissolveMesh); } } } }
public virtual void Init(CUnit unit) { if (unit == null) { return; } m_unit = unit; m_rBody = GetComponent <Rigidbody>(); m_detectCol = GetComponent <Collider>(); m_movement = GetComponent <CMovement>(); m_anim = GetComponentInChildren <Animator>(); if (m_anim != null) { m_anim.applyRootMotion = false; m_animHook = GetComponentInChildren <CAnimationHook>(); if (m_animHook == null) { m_animHook = m_anim.gameObject.AddComponent <CAnimationHook>(); } m_animHook.Init(unit, this); } CanAttack = true; }
public override void InitializeAgent() { wm = GetComponent <WeaponManager>(); movement = GetComponent <CMovement>(); health = GetComponent <CHealth>(); grenadeThrower = GetComponent <CGrenadeThrower>(); }
protected virtual void Start() { m_status = GetComponent <CStatus>(); m_movement = GetComponent <CMovement>(); m_movement.Init(this); m_actCtrl = GetComponent <CActionCtrl>(); m_actCtrl.Init(this); }
void Start() { me = GetComponent <Entity>(); camControl = Cache.Get.cameraController; movement = me.Movement; touch.OnSwipe += OnSwipe; touch.OnTouch += OnTouch; }
public EEntity() { Sight = new CSight(); Movement = new CMovement { Speed = 5 }; SightDistance = 5; LeaveCombatDistance = 10; }
public override void Awake() { base.Awake(); CWeaponManager.Instance.ReturnLobby(); playerMovement = GameObject.Find("Player").GetComponent <CMovement>(); cineCamera = GameObject.Find("CM vcam1").GetComponent <CinemachineVirtualCamera>(); canvas = GameObject.Find("Canvas_UI"); skipButton = canvas.transform.Find("SkipButton").gameObject; ES3.Save <int[]>("StageArray", null, "Stage.es3"); ES3.Save <int>("CurrentIndex", -1, "Stage.es3"); ES3.Save <bool>("IsContinue", false, "Stage.es3"); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag(KDefine.TAG_PLAYER) && bIsTradable) { player = collision.GetComponent <CMovement>(); player.interactPopup = this; player.playerInput.AttackButton.ChangeInteractImage(); if (itemNameText != null) { itemNameText.enabled = true; } } }
public void OnEnter() { playerMovement = FindObjectOfType <CMovement>(); gunAttackPivot = this.transform.Find("GunAttackPivot"); playerRigidbody = playerMovement.GetComponent <Rigidbody2D>(); weaponCategory = new EWeaponCategory(); if (remainBulletString == null) { remainBulletString = new StringBuilder(); } Mathf.Clamp(nCurrentBulletCount, 0, nMaxBulletCount); SetDamage(); }
// Start is called before the first frame update void Start() { cMovement = GetComponent <CMovement>(); animator = GetComponent <Animator>(); if (gameObject.tag == "Player") { specialSlider = GameObject.FindWithTag("PlayerSpecial").GetComponent <Slider>(); specialSlider.value = specialVal; } else if (gameObject.tag == "Enemy") { specialSlider = GameObject.FindWithTag("EnemySpecial").GetComponent <Slider>(); specialSlider.value = specialVal; } }
void Start() { Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().freezeRotation = true; } targetMovement = target.GetComponent <CMovement>(); camera = GetComponent <Camera>(); }
public void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag(KDefine.TAG_PLAYER)) { Debug.Log("포탈"); player = collision.GetComponent <CMovement>(); player.transform.position = transform.position; player.EnterPortal(); if (this.chapterManager != null && !bIsFinal) { Invoke("MoveStage", 2f); CFadeInOut.Fade(2f, 2f); } else if (this.chapterManager != null && bIsFinal) { Invoke("MoveChapter", 2f); CFadeInOut.Fade(2f, 2f); } } }
void Awake() { particleSystem = this.GetComponent <ParticleSystem>(); fEffectEndTime = particleSystem.main.duration + fAddTime; playerMovement = FindObjectOfType <CMovement>(); }
void JustSpawned() { movement = GetComponent <CMovement>(); }
void Start() { me = GetComponentInParent <Entity>(); movement = me.Movement; }
void Start() { myStartPosition = GetComponent <Transform>().position; playerMovement = GameObject.Find("Player").GetComponent <CMovement>(); }
private CAI AI(CStats mCStats, CBody mCBody, CMovement mCMovement, CRender mCRender, CLineOfSight mCLineOfSight) { return(new CAI(_game, mCStats, mCBody, mCMovement, mCRender, mCLineOfSight)); }
private CControl Control(CBody mCBody, CStats mCStats, CMovement mCMovement, CRender mCRender) { return(new CControl(_game, mCStats, mCBody, mCMovement, mCRender)); }
//private bool FaceLeft = true; //public float timeLeft = 2.0f; //private bool OnGround; // Use this for initialization void Start() { Instance = this; }
void Start() { m_CachedMovement = GameObject.Find("Player").GetComponent <CMovement>(); }