void Start() { animator = GetComponent <Animator>(); physicsBody = GetComponent <Rigidbody2D>(); comboCounter = FindObjectOfType <ComboCounter>(); animator.SetBool("madeContact", false); }
public override void addHit(GameObject h, int hitLag) { alreadyHit.Add(h); mngr.addHit(h); mngr.updateLastAttack(type); alreadyHit[0].GetComponent <PlayerMover>().restoreTools(); ComboCounter c = GetComponentInParent <ComboCounter>(); if (c) { if (type != AttackManager.AtkType.Finisher && !mngr.alreadyHitByType.Contains(h) && !GetComponentInParent <PlayerMover>().isPhase2()) { c.incrementCombo(1); } else { c.resetComboTime(); } } if (type != AttackManager.AtkType.Finisher && hitLag > 0 /*<- safety*/) { if (isGrab) { grabHitlagPending = hitLag; } else { currentHitlag = hitLag; mngr.lag(true); } } }
private void Start() { comboCounter = FindObjectOfType <ComboCounter>(); points = 0; AddPoints(0); happyMeter = maxHappyMeter; currentDrinks = new GameObject[3]; }
protected override void initializeUIElements() { if (Difficulty != Difficulty.Easy) { healthBar = new HealthBar(); } comboCounter = new ComboCounter(); }
void Start() { text.text = "无"; m_counter = new ComboCounter(); m_counter.Duration = 1.0f; m_counter.onBegin = OnBegin; m_counter.onIncrease = OnIncrease; m_counter.onEnd = OnEnd; }
private void Awake() { if (ComboCounter.Instance == null) { ComboCounter.Instance = this; } else { Destroy(this); } }
// Use this for initialization void Start() { ci = GetComponent <Interpreter>(); combo = GetComponent <ComboCounter>(); pm = GetComponent <PlayerMover>(); source = GetComponent <AudioSource>(); lastAttack = AtkType.None; if (TouchAttack) { currentTouchAttack = Instantiate(TouchAttack, transform); } }
// Use this for initialization void Start() { //set references gameManager = GameObject.Find("GameManager").GetComponent <GameManager> (); combo = GetComponent <ComboCounter> (); swipeCont = gameManager.GetComponent <SwipeController> (); hp = 2; //set amount of lives currentSpeed = walkSpeed; //set speed to walk dashRemaining = dashDistance; //set dash counter to maximum distance }
// Use this for initialization void Start() { opponent = FindObjectOfType <Opponent>(); opponentCharacter = opponent.GetComponentInChildren <Character>(); physicsbody = GetComponentInChildren <Rigidbody2D>(); comboSystem = GetComponent <ComboSystem>(); chargeSystem = GetComponent <ChargeSystem>(); character.side = Character.Side.P1; healthBar = FindObjectOfType <HealthBarP1>(); superBar = FindObjectOfType <SuperBarP1>(); if (character.GetComponent <FeiLong>() != null) { feiLong = GetComponentInChildren <FeiLong>(); feiLongAI = GetComponentInChildren <FeiLongAI>(); CharacterInitialize(feiLongMugShot, "Fei Long", feiLongAI.Behaviors); } else if (character.GetComponent <Ken>() != null) { kenAI = GetComponentInChildren <KenAI>(); CharacterInitialize(kenMugShot, "Ken", kenAI.Behaviors); } else if (character.GetComponent <Balrog>() != null) { balrogAI = GetComponentInChildren <BalrogAI>(); CharacterInitialize(balrogMugShot, "Balrog", balrogAI.Behaviors); } else if (character.GetComponent <Akuma>() != null) { akumaAI = GetComponentInChildren <AkumaAI>(); CharacterInitialize(akumaMugShot, "Akuma", akumaAI.Behaviors); } else if (character.GetComponent <Sagat>() != null) { sagatAI = GetComponentInChildren <SagatAI>(); CharacterInitialize(sagatMugShot, "Sagat", sagatAI.Behaviors); } else if (character.GetComponent <MBison>() != null) { mbisonAI = GetComponentInChildren <MBisonAI>(); CharacterInitialize(mbisonMugShot, "M Bison", mbisonAI.Behaviors); } projectileP1Parent = GameObject.Find("ProjectileP1Parent"); if (projectileP1Parent == null) { projectileP1Parent = new GameObject("ProjectileP1Parent"); } comboCounter = FindObjectOfType <ComboCounter>(); introPlayed = false; }
void Awake() { timer = FindObjectOfType <Timer>(); enemyAI = FindObjectsOfType <EnemyAI>(); hitBoxes = GetComponent <PlayerAttack> (); currentHealth = MaxHealth; playerFever = GetComponent <PlayerAttack>(); comboUI = GetComponent <ComboCounter> (); consuming = GetComponent <PlayerConsume> (); skillScript = GetComponent <PlayerSkill>(); controllerScript = GetComponent <PlayerController>(); animator = GetComponent <Animator>(); }
float skillsTimer = 0.0f; // A skillsTimer variable is shared between the three skills. void Start() { sfx = FindObjectOfType <Sounds>(); bossChargeHittable = true; anim = GetComponent <Animator>(); attackScript = GetComponent <PlayerAttack>(); comboScript = GetComponent <ComboCounter>(); healthScript = GetComponent <PlayerHealth>(); consumeScript = GetComponent <PlayerConsume>(); controllerScript = GetComponent <PlayerController>(); GameObject iconsHolder = GameObject.Find("HUDCanvas/AbilityIcons"); chargeIcon = iconsHolder.transform.GetChild(0).GetComponent <IconCoolDown>(); dodgeIcon = iconsHolder.transform.GetChild(1).GetComponent <IconCoolDown>(); tornadoIcon = iconsHolder.transform.GetChild(3).GetComponent <IconCoolDown>(); rb = GetComponent <Rigidbody2D>(); }
void Start() { accessCC = GameObject.FindWithTag("GameController").GetComponent <ComboCounter>(); accessSP = gameObject.GetComponent <SpecialAttackControl>(); if (gameObject.tag == "Player") { healthSlider = GameObject.FindWithTag("PlayerHealth").GetComponent <Slider>(); fill = GameObject.FindWithTag("PlayerHealthBar").GetComponent <Image>(); } else if (gameObject.tag == "Enemy") { healthSlider = GameObject.FindWithTag("EnemyHealth").GetComponent <Slider>(); fill = GameObject.FindWithTag("EnemyHealthBar").GetComponent <Image>(); } healthSlider.value = health; fill.color = gradient.Evaluate(healthSlider.normalizedValue); //Changes the health bar colour based on the character's HP blocking = GetComponent <Blocking>(); }
//For Special Enemies Checking // public GameObject tempura1; // public GameObject makiroll1; void Start() { if (SceneManager.GetActiveScene().buildIndex == 2) { f1Manager = FindObjectOfType <Fight1Manager>(); } else if (SceneManager.GetActiveScene().buildIndex == 4) { f2Manager = FindObjectOfType <Fight2Manager>(); } comboUI = GetComponent <ComboCounter>(); consumeCheck = GetComponent <EnemyHealthManager>(); consuming = false; healthCheck = gameObject.GetComponent <PlayerHealth>(); RightConsumeBox.SetActive(false); anim = GetComponent <Animator> (); skillScript = GetComponent <PlayerSkill> (); GameObject iconsHolder = GameObject.Find("HUDCanvas/AbilityIcons"); consumeIcon = iconsHolder.transform.GetChild(4).GetComponent <IconCoolDown>(); }
public PlayScreen(MainGame.Globals globals, SongLoader previous, Song s, SongSettings songSettings) { this.globals = globals; this.previous = previous; ts = new SimpleTimeSource(s.PPQ, s.InitialTempo); //var stf = new StaffRenderer(theme, , s); sR = new StaffRenderer(globals.Theme, new MV { ts = ts, interval = s.PPQ * 4, }, s); g = new Core.Game(s, songSettings.MidiOut, ts, this); inp = new Mono.KeyboardMIDIInput(g); ctr = new ComboCounter(globals.Theme.TestFont, ts); g.Play(); }
// Use this for initialization void Start() { isUppercut = false; playerController = GetComponent <PlayerController>(); originalChainDelay = chainDelay; originalAttackDelay = attackDelay; originalCharged = charged; //gameController = FindObjectOfType<GameController>(); RightCharging = false; attacking = false; isRight = true; comboUI = GetComponent <ComboCounter>(); anim = GetComponent <Animator>(); anim.Play("Player_Idle"); // ComboCounter = 0; canAttack = true; //SetCountText(); RightHitbox1.SetActive(false); RightHitbox2.SetActive(false); RightHitbox3.SetActive(false); RightChargebox.SetActive(false); playerHealth = GetComponent <PlayerHealth>(); playerConsume = GetComponent <PlayerConsume>(); }
protected override void LoadContent() { sb = new SpriteBatch(GraphicsDevice); theme = new Theme(); theme.LoadBasic(Content); var loadMidi = Task.Run(() => new MidiFile("Assets/desire_drive.mid")); var loadTheme = Task.Run(() => theme.LoadFromContent(Content)); var output = midiManager.CreateOutput(); Task.Run(async() => { // TODO: use this.Content to load your game content here var s = MidiToSong.FromMidi(await loadMidi); ts = new SimpleTimeSource(s.PPQ, s.InitialTempo); //var stf = new StaffRenderer(theme, , s); await loadTheme; sR = new StaffRenderer(theme, new MV { ts = ts, interval = s.PPQ * 4, }, s); var mout = await output; g = new Core.Game(s, mout, ts, this); inp = new Mono.KeyboardMIDIInput(g); ctr = new ComboCounter(theme.TestFont, ts); loading = false; g.Play(); }); }
void Start() { comboCounter = FindObjectOfType <ComboCounter>(); }
void OnDestroy() { _instance = null; }
public int makeAttack(AtkType a) { switch (a) { case AtkType.DownAir: currentAttack = Instantiate(DownAir, transform, false); source.PlayOneShot(DownAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.NeutralAir: currentAttack = Instantiate(NeutralAir, transform, false); source.PlayOneShot(NeutralAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.UpAir: currentAttack = Instantiate(UpAir, transform, false); source.PlayOneShot(UpAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.ForwardAir: currentAttack = Instantiate(ForwardAir, transform, false); source.PlayOneShot(ForwardAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.BackAir: currentAttack = Instantiate(BackAir, transform, false); source.PlayOneShot(BackAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.DownGround: currentAttack = Instantiate(DownGround, transform, false); source.PlayOneShot(DownGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.UpGround: currentAttack = Instantiate(UpGround, transform, false); source.PlayOneShot(UpGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.BackGround: currentAttack = Instantiate(BackGround, transform, false); source.PlayOneShot(BackGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.ForwardGround: currentAttack = Instantiate(ForwardGround, transform, false); source.PlayOneShot(ForwardGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.NeutralGround: currentAttack = Instantiate(NeutralGround, transform, false); source.PlayOneShot(NeutralGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.Finisher: currentAttack = Instantiate(Finisher, transform, false); source.PlayOneShot(Finisher.GetComponent <Attack>().attackSound, finisherVolume); ComboCounter c = GetComponent <ComboCounter>(); currentAttack.GetComponent <AttackActive>().comboStrength = c.currentCombo; c.reset(); break; default: print("Not implemented"); currentAttack = Instantiate(NeutralAir, transform, false); break; } currentAttack.GetComponent <AttackActive>().setType(a); mf = currentAttack.GetComponent <MovePhysics>(); return(currentAttack.GetComponent <AttackActive>().atkFrames); }