void Start() { if (character == null) { character = FindObjectOfType <CharacterShooting>(); } }
private void Awake() { m_spriteRenderer = GetComponent <SpriteRenderer>(); m_shootingBehavior = GetComponent <CharacterShooting>(); m_scoring = GetComponent <CharacterScoring>(); m_movement = GetComponent <CharacterMovementB>(); }
public void Setup() { // Get references to the components. Movement = Instance.GetComponent <CharacterMovement>(); Shooting = Instance.GetComponent <CharacterShooting>(); Health = Instance.GetComponent <CharacterHealth>(); CharacterBehaviour = Instance.GetComponent <CharacterBehaviour>(); CharacterShield = Instance.GetComponent <CharacterShield>(); CharacterSetup = Instance.GetComponent <CharacterSetup>(); Movement.OnDestroyOject += () => { Instance = null; Movement = null; Shooting = null; Health = null; CharacterBehaviour = null; CharacterShield = null; CharacterSetup = null; GameManager.Characters.Remove(this); }; // Get references to the child objects. CharacterRenderers = Health.CharacterRenderers; //Set a reference to that amanger in the health script, to disable control when dying Health.Manager = this; // Set the player numbers to be consistent across the scripts. Movement.PlayerNumber = PlayerNumber; Movement.LocalID = LocalPlayerID; Shooting.PlayerNumber = PlayerNumber; Shooting.localID = LocalPlayerID; //setup is use for diverse Network Related sync CharacterSetup.Color = PlayerColor; CharacterSetup.PlayerName = PlayerName; CharacterSetup.PlayerNumber = PlayerNumber; CharacterSetup.LocalId = LocalPlayerID; CharacterShield.PlayerNumber = PlayerNumber; CharacterShield._character = CharacterBehaviour; }
void Awake() { player = GetComponentInParent <CharacterShooting>(); // Getting PlayerControls Script _controls = new PlayerControls(); _controls.devices = InputSystem.devices; // Left Stick For Movement _controls.Gameplay.Move.performed += ctx => MoveFunc(ctx, "performed"); _controls.Gameplay.Move.canceled += ctx => MoveFunc(ctx, "cancelled"); // Sprinting _controls.Gameplay.LStickDown.performed += ctx => RunningFunc(ctx); _controls.Gameplay.LStickDown.canceled += ctx => RunningFunc(ctx); // Crouching _controls.Gameplay.Crouch.performed += ctx => CrouchFunc(ctx); _controls.Gameplay.Crouch.canceled += ctx => CrouchFunc(ctx); _controls.Gameplay.LStickDown.canceled += ctx => moveSpeed = 1; // Right Stick For Camera Rotation _controls.Gameplay.Rotate.performed += ctx => RotationFunc(ctx, "performed"); _controls.Gameplay.Rotate.canceled += ctx => RotationFunc(ctx, "cancelled"); // Fire Button _controls.Gameplay.Fire.performed += ctx => TakeShotFunc(ctx, "performed"); _controls.Gameplay.Fire.canceled += ctx => TakeShotFunc(ctx, "cancelled"); // Trigger for Draw Bow _controls.Gameplay.DrawBow.performed += ctx => DrawBowFunc(ctx, "performed"); //_controls.Gameplay.DrawBow.performed += ctx => player.shooting = true; _controls.Gameplay.DrawBow.canceled += ctx => DrawBowFunc(ctx, "cancelled"); // Jump Button //_controls.Gameplay.Jump.performed += ctx => JumpFunc(ctx); // Getting RigidBody for Movement rb = GetComponent <Rigidbody>(); }
public void Alive() { circleCollider = GetComponent <CircleCollider2D>(); CharacterShooting shooting = GetComponent <CharacterShooting>(); CharacterMovement movement = GetComponent <CharacterMovement>(); if (movement) { movement.enabled = false; } if (circleCollider) { circleCollider.isTrigger = true; } if (shooting) { shooting.enabled = false; } isDeath = false; }
private void LogicDeathBlock() { circleCollider = GetComponent <CircleCollider2D>(); CharacterShooting shooting = GetComponent <CharacterShooting>(); CharacterMovement movement = GetComponent <CharacterMovement>(); if (movement) { movement.enabled = false; } //if (collider2D) // collider2D.isTrigger = true; if (shooting) { shooting.enabled = false; } isDeath = true; audio = GetComponent <AudioSource>(); AudioManager.Pause("Walk", audio); }