// Use this for initialization void Start() { mb = FindObjectOfType <MusclesBehavior>(); gb = FindObjectOfType <GunBehavior>(); mjoint = GetComponent <SpringJoint2D>(); gjoint = GetComponent <SpringJoint2D>(); mjoint.connectedBody = mb.rb2; gjoint.connectedBody = gb.rb2; }
// Use this for initialization public override void Start() { base.Start(); gb = FindObjectOfType <GunBehavior>(); mb = FindObjectOfType <MusclesBehavior>(); leftFoot = transform.Find("leftFloor").GetComponent <footScript>(); rightFoot = transform.Find("rightFloor").GetComponent <footScript>(); }
public override void Start() { base.Start(); gun = FindObjectOfType <GunBehavior>(); grabPoint = transform.Find("grabPoint"); leftFoot = transform.Find("leftFloor").GetComponent <footScript>(); rightFoot = transform.Find("rightFloor").GetComponent <footScript>(); jumpLeft = transform.Find("jumpLeft").GetComponent <footScript>(); jumpRight = transform.Find("jumpRight").GetComponent <footScript>(); }
public void Setup() { guns = new List <GunBehavior>(FindObjectsOfType <GunBehavior>()); if (guns.Count == 0) { throw new Exception("Theres no gun in scene!"); } currentGun = guns[0]; gunIndex = 0; currentGun.planet.Select(true); }
public static void LostGun(GunBehavior gun) { Instance.lostingGun = true; int i = Instance.guns.LastIndexOf(gun); if (i == Instance.gunIndex) { GunController.SwitchPlanet(0); } Instance.guns.Remove(gun); Instance.lostingGun = false; }
// Start is called before the first frame update void Start() { try { equippedGun = GetComponentInChildren <GunBehavior>(); fullAuto = equippedGun.fullAuto; } catch { Debug.Log("No gun found"); Destroy(this); } playerBase = GetComponent <PlayerBase>(); supplyManager = GetComponent <PlayerSupplyManager>(); }
// Update is called once per frame void Update() { GameSceneUIController.HP = players.hp / players.maxHP; GunBehavior gb_A = wSel.weaponA.GetComponent <GunBehavior>(); GunBehavior gb_B = wSel.weaponA.GetComponent <GunBehavior>(); if (gb_A != null) { GameSceneUIController.Weapon0.enable = true; GameSceneUIController.Weapon0.icon = gb_A.icon; GameSceneUIController.Weapon0.weaponName = gb_A.WeaponName; GameSceneUIController.Weapon0.weaponNumber = 0; GameSceneUIController.Weapon0.reload = gb_A.ReloadingF; GameSceneUIController.Weapon0.now = gb_A.Loaded.now; GameSceneUIController.Weapon0.max = gb_A.Spare.now; } }
public void onDeath() { GunBehavior ngb = GetComponent <GunBehavior>(); MusclesBehavior nmb = GetComponent <MusclesBehavior>(); audioManager.playClipHere("explode", transform.position); if (ngb == null && nmb == null) { Destroy(gameObject); } else if (nmb != null) { nmb.remoteDrop(); nmb.transform.position = new Vector2(-100, -100); //just move him elsewhere... } else if (ngb != null) { string current = SceneManager.GetActiveScene().name; SceneManager.LoadScene(current); } }
void Awake() { myGun = GetComponentInChildren <GunBehavior>(); m_Animator = GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { equippedGun = GetComponentInChildren <GunBehavior>(); }