// Start is called before the first frame update void Start() { state = PlayerState.IDLE; myRigibody = GetComponent <Rigidbody>(); mainCamera = FindObjectOfType <Camera>(); _gunSpawner = GameObject.FindGameObjectWithTag("Spawn").GetComponent <GunSpawner>(); }
public override void Grab(Transform hand) { base.Grab(hand); LevelManager.StartGame(); if (spawner) { spawner.TakeWeapon(); spawner = null; } explodeOnImpact = false; }
public override void _Ready() { player = GetNode <Player>("Player"); enemiesNode = GetNode <Node2D>("Enemies"); pauseMenue = GetNode <Control>("Hud/PauseMenue"); gunSpawner = new GunSpawner(); enemySpawner = new EnemySpawner(enemiesNode); pointsSpawner = new PointsSpawner(pointsScene); consumableSpawner = new ConsumableSpawner(healthPackScene, energyDrinkScene, GetTree().CurrentScene); gunSpawner.InitGun <Pistol>(ref pistol, pistolScene); gunSpawner.InitGun <Shotgun>(ref shotgun, shotGunScene); gunSpawner.InitGun <RocketLauncher>(ref rocketLauncher, rocketLauncherScene); SpawnGuns(); SpawnEnemies(); if (IsPaused) { ResumeGame(); } }
// Use this for initialization void Start() { coreBlinkAnimation = GetComponentInChildren <BlinkDamageAnimation> (); currentHealth = maxHealth; difficulty = 0; wanderBehavior = GetComponent <WanderBehavior> (); wanderBehavior.setActive(true); followBehavior = GetComponent <FollowBehavior> (); wanderBehavior.setActive(false); shieldSpawner = GetComponentInChildren <ShieldSpawner> (); gunSpawner = GetComponentInChildren <GunSpawner> (); wallGunSpawner = GetComponentInChildren <WallGunSpawner> (); targetFire = GetComponent <TargettedFireBehavior> (); trapSpawner = GetComponentInChildren <TrapSpawner> (); nextBehaviorStartTime = Time.time + behaviorDelay; nextBehaviorEndTime = nextBehaviorStartTime + behaviorDuration; // targetFire.setStatus (true); // wallGunSpawner.setStatus (true); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> (); }
public void Init(GunSpawner gs) { spawner = gs; }