상속: MonoBehaviour
예제 #1
0
 private void Start()
 {
     playerController = GetComponent <PlayerController>();
     healthDisplay    = FindObjectOfType <HealthDisplay>();
     scoreKeeper      = FindObjectOfType <ScoreKeeper>();
     analyticsManager = FindObjectOfType <AnalyticsManager>();
 }
예제 #2
0
 /// <summary>
 /// Raises the health display event.
 /// </summary>
 protected virtual void OnHealthDisplay(HealthStatus healthStatus)
 {
     if (HealthDisplay != null)
     {
         HealthDisplay.Invoke(healthStatus);
     }
 }
예제 #3
0
 // Use this for initialization
 void Start()
 {
     if (curInstance == null)
     {
         curInstance = this;
     }
 }
 public void SetupUI()
 {
     foreach (Camera cam in FindObjectsOfType <Camera>())
     {
         if (cam.name == "LocalPlayerCamera")
         {
             playerCamera = cam.transform;
             break;
         }
     }
     if (healthDisplayGO == null || healthDisplayRoot == null)
     {
         Debug.LogError("[EnemyHealthUI] HealthDisplay or HealthDisplayRoot not set in the inspector");
     }
     else if (playerCamera == null)
     {
         Debug.LogError("[EnemyHealthUI] playerCamera not set");
     }
     else
     {
         foreach (Canvas c in FindObjectsOfType <Canvas>())
         {
             if (c.renderMode == RenderMode.WorldSpace)
             {
                 healthDisplay = Instantiate(healthDisplayGO, c.transform).GetComponent <HealthDisplay>();
                 break;
             }
         }
     }
 }
예제 #5
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    // Start is called before the first frame update
    void Start()
    {
        //sets the encounter
        encounter = FindObjectOfType <Encounter>();
        if (encounter.getBackground())
        {
            background.sprite = encounter.getBackground();
        }


        //spawns enemy
        enemyPreFab = encounter.getEnemy(0);
        enemy       = Instantiate(enemyPreFab, ENEMY_LOCATION1, Quaternion.identity);

        winCanvas.gameObject.SetActive(false);
        loseCanvas.gameObject.SetActive(false);
        player = FindObjectOfType <PlayerInfo>();
        //enemy = FindObjectOfType<Enemy>();
        playerHealthDisplay = FindObjectOfType <HealthDisplay>();
        playerArmorDisplay  = FindObjectOfType <ArmorDisplay>();
        enemyHealthDisplay  = FindObjectOfType <EnemyHealthDisplay>();
        enemyArmorDisplay   = FindObjectOfType <EnemyArmorDisplay>();

        //initializes dislays
        enemyHealthDisplay.setUp();
        enemyArmorDisplay.setUp();

        player.StartBattle();
    }
예제 #6
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 // find components needed
 void Start()
 {
     powerUpMusic   = GetComponent <AudioSource>();
     healthDisplay  = GameObject.Find("PlayerHealth").GetComponent <HealthDisplay>();
     powerUpAmount  = GameObject.Find("PowerUp").GetComponent <PowerUpAmount>();
     playerMovement = GameObject.Find("Player").GetComponent <PlayerMovement>();
 }
예제 #7
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    private void Awake()
    {
        instance = this;

        originalHealthWidth = healthMask.rectTransform.sizeDelta.x;
        originalFartWidth   = fartMask.rectTransform.sizeDelta.x;
    }
예제 #8
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        public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working, IClock offsetClock, IAdjustableClock adjustableClock)
        {
            RelativeSizeAxes = Axes.Both;

            Children = new Drawable[]
            {
                visibilityContainer = new Container
                {
                    RelativeSizeAxes = Axes.Both,
                    Children         = new Drawable[]
                    {
                        new Container
                        {
                            Anchor           = Anchor.TopCentre,
                            Origin           = Anchor.TopCentre,
                            Y                = 30,
                            AutoSizeAxes     = Axes.Both,
                            AutoSizeDuration = 200,
                            AutoSizeEasing   = Easing.Out,
                            Children         = new Drawable[]
                            {
                                AccuracyCounter = CreateAccuracyCounter(),
                                ScoreCounter    = CreateScoreCounter(),
                                ComboCounter    = CreateComboCounter(),
                            },
                        },
                        HealthDisplay = CreateHealthDisplay(),
                        Progress      = CreateProgress(),
                        ModDisplay    = CreateModsContainer(),
                    }
                },
                PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
                new FillFlowContainer
                {
                    Anchor       = Anchor.BottomRight,
                    Origin       = Anchor.BottomRight,
                    Position     = -new Vector2(5, TwoLayerButton.SIZE_RETRACTED.Y),
                    AutoSizeAxes = Axes.Both,
                    Direction    = FillDirection.Vertical,
                    Children     = new Drawable[]
                    {
                        KeyCounter = CreateKeyCounter(adjustableClock as IFrameBasedClock),
                        HoldToQuit = CreateHoldForMenuButton(),
                    }
                }
            };

            BindProcessor(scoreProcessor);
            BindRulesetContainer(rulesetContainer);

            Progress.Objects      = rulesetContainer.Objects;
            Progress.AudioClock   = offsetClock;
            Progress.AllowSeeking = rulesetContainer.HasReplayLoaded;
            Progress.OnSeek       = pos => adjustableClock.Seek(pos);

            ModDisplay.Current.BindTo(working.Mods);

            PlayerSettingsOverlay.PlaybackSettings.AdjustableClock = adjustableClock;
        }
 private void Start()
 {
     if (!_healthDisplay)
     {
         _healthDisplay = Instantiate(_healthDisplayPrefab, _healthDisplayArea);
     }
     CurrentHealthPoints = TotalHealthPoints;
 }
 private void Start()
 {
     if (!_movementDisplay)
     {
         _movementDisplay = Instantiate(_movementDisplayPrefab, _movementDisplayArea);
     }
     CurrentMovementSpeed = BaseMovementSpeed;
 }
예제 #11
0
 void Awake()
 {
     gos            = FindObjectOfType <GameObjects>();
     health_display = FindObjectOfType <HealthDisplay>();
     energy_display = FindObjectOfType <EnergyDisplay>();
     choice_grid    = FindObjectOfType <ChoiceGrid>();
     score_display  = FindObjectOfType <ScoreDisplay>();
 }
예제 #12
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    private void OnDead(Health obj)
    {
        HealthDisplay display = displays.Find(o => o.IsOwner(obj));

        displays.Remove(display);
        Destroy(display.gameObject);
        LayoutRebuilder.MarkLayoutForRebuild(displaysHead.GetComponent <RectTransform>());
    }
예제 #13
0
 void Awake()
 {
     Instance = this;
     if (mobStatus)
     {
         EnemyInstance = this;
     }
 }
예제 #14
0
파일: Attackable.cs 프로젝트: DrDoak/GDS2
 internal void Start()
 {
     if (DisplayHealth)
     {
         m_display = Instantiate(UIList.Instance.HealthBarPrefab, this.transform).GetComponent <HealthDisplay>();
         m_display.SetMaxHealth(MaxHealth);
     }
 }
예제 #15
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    bool merchantOpen   = false; // If the player has opened the merchant animation

    // Set all those references
    void Start()
    {
        player   = GameObject.FindGameObjectWithTag("Player");
        p        = player.GetComponent <Player>();
        hp       = player.GetComponent <Health>();
        hd       = GameObject.Find("GameManager(Clone)").GetComponent <HealthDisplay>();
        anim     = GetComponent <Animator>();
        exchange = GameObject.Find("ExchangeText").GetComponent <Text>();
    }
예제 #16
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 public static void Heal(int heal)
 {
     instance.curhealth += heal;
     if (instance.curhealth > instance.Health)
     {
         instance.curhealth = instance.Health;
     }
     HealthDisplay.UpdateDisplay(instance.curhealth, instance.Health);
 }
예제 #17
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        public HUDOverlay(ScoreProcessor scoreProcessor, DrawableRuleset drawableRuleset, IReadOnlyList <Mod> mods)
        {
            RelativeSizeAxes = Axes.Both;

            Children = new Drawable[]
            {
                visibilityContainer = new Container
                {
                    RelativeSizeAxes = Axes.Both,
                    Children         = new Drawable[]
                    {
                        new Container
                        {
                            Anchor           = Anchor.TopCentre,
                            Origin           = Anchor.TopCentre,
                            Y                = 30,
                            AutoSizeAxes     = Axes.Both,
                            AutoSizeDuration = 200,
                            AutoSizeEasing   = Easing.Out,
                            Children         = new Drawable[]
                            {
                                AccuracyCounter = CreateAccuracyCounter(),
                                ScoreCounter    = CreateScoreCounter(),
                                ComboCounter    = CreateComboCounter(),
                            },
                        },
                        HealthDisplay = CreateHealthDisplay(),
                        Progress      = CreateProgress(),
                        ModDisplay    = CreateModsContainer(),
                    }
                },
                PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
                new FillFlowContainer
                {
                    Anchor       = Anchor.BottomRight,
                    Origin       = Anchor.BottomRight,
                    Position     = -new Vector2(5, TwoLayerButton.SIZE_RETRACTED.Y),
                    AutoSizeAxes = Axes.Both,
                    Direction    = FillDirection.Vertical,
                    Children     = new Drawable[]
                    {
                        KeyCounter = CreateKeyCounter(),
                        HoldToQuit = CreateHoldForMenuButton(),
                    }
                }
            };

            BindProcessor(scoreProcessor);
            BindDrawableRuleset(drawableRuleset);

            Progress.Objects      = drawableRuleset.Objects;
            Progress.AllowSeeking = drawableRuleset.HasReplayLoaded.Value;
            Progress.RequestSeek  = time => RequestSeek(time);

            ModDisplay.Current.Value = mods;
        }
예제 #18
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    void Start()
    {
        healthDisplay = FindObjectOfType <HealthDisplay>();
        enemyDamage   = GetComponent <EnemyDamage>();
        friendlyBase  = FindObjectOfType <FriendlyBase>();
        Pathfinder pathfinder = FindObjectOfType <Pathfinder>();
        var        path       = pathfinder.GetPath();

        StartCoroutine(FollowPath(path));
    }
예제 #19
0
 void Start()
 {
     SetMoveboundaries();
     SetVFXVolume();
     healthDisplay       = FindObjectOfType <HealthDisplay>();
     deathEffectDuration = deathEffect.GetComponent <ParticleSystem>().main.duration;
     pickupProcessor     = GetComponent <ProcessPickup>();
     analyticsManager    = FindObjectOfType <AnalyticsManager>();
     engineThruster      = FindObjectOfType <EngineThruster>();
 }
예제 #20
0
 // Use this for initialization
 void Start()
 {
     playerAnimator = GetComponent <Animator>();
     levelManager   = FindObjectOfType <LevelManager>();
     healthDisplay  = FindObjectOfType <HealthDisplay>();
     loseDetector   = FindObjectOfType <LoseDetector>();
     messager       = FindObjectOfType <GUIMessageManager>();
     playerSpawner  = FindObjectOfType <PlayerSpawner>();
     startPosition  = transform.position;
 }
    void Start()
    {
        rigidBody     = GetComponent <Rigidbody>();
        healthDisplay = FindObjectOfType <HealthDisplay>();
        meshRenderer  = GetComponent <SkinnedMeshRenderer>();

        defaultMaterial = meshRenderer.material;
        isDealTrigger   = false;
        agent           = GetComponent <PlayerAgent>();
    }
예제 #22
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        void Awake()
        {
            _health = 100;

            _healthDisplay = _damageDisplayFactory.Create();
            _healthDisplay.transform.SetParent(_gameManager.GamePresenter.transform);

            UpdateHealthDisplay();
            Subscriptions();
        }
예제 #23
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 public override void Initialize()
 {
     _playerController   = GetComponent <PlayerController>();
     background          = GameObject.Find("Background");
     backgroundTransform = background.transform;
     newEnemySpawner     = GameObject.Find("EnemySpawner").GetComponent <NewEnemySpawner>();
     healthDisplay       = FindObjectOfType <HealthDisplay>();
     gameController      = FindObjectOfType <GameController>();
     rigidBody           = GetComponent <Rigidbody>();
 }
예제 #24
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    private void Start()
    {
        _gameSession = FindObjectOfType <GameSession>();
        HealthDisplay healthDisplay = FindObjectOfType <HealthDisplay>();

        if (healthDisplay)
        {
            healthDisplay.NewPlayer(this);
        }
    }
예제 #25
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        GameObject otherObject = collision.gameObject;

        if (otherObject.GetComponent <Attacker>())
        {
            HealthDisplay healthDisplay = FindObjectOfType <HealthDisplay>();
            healthDisplay.DealDamage(defaultDamage);
            Destroy(otherObject);
        }
    }
예제 #26
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파일: Player.cs 프로젝트: nickbarrash/ld-48
    private void Awake()
    {
        maxHealth = INITAL_MAX_HEALTH;
        health    = INITAL_MAX_HEALTH;
        bombCount = INITIAL_BOMBS;
        scanCount = INITIAL_SCANS;

        healthDisplay = GameObject.Find("HUD/PlayerAttributesSection/HealthSection").GetComponent <HealthDisplay>();
        moneyDisplay  = FindObjectOfType <MoneyDisplay>();
        depthDisplay  = FindObjectOfType <DepthDisplay>();
    }
예제 #27
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 // Start is called before the first frame update
 void Start()
 {
     Time.timeScale = 1;
     score          = 1;
     if (instance == null)
     {
         instance = this;
     }
     enemiesKilled = 0;
     healthLost    = 0;
 }
예제 #28
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    public void Add(Health health)
    {
        HealthDisplay display = Instantiate(displayPrefab, displaysHead);

        displays.Add(display);
        display.SetUp(health);
        display.SetNewData(health);

        health.onUpdated += OnHealthUpdate;
        health.onDead    += OnDead;
        LayoutRebuilder.MarkLayoutForRebuild(displaysHead.GetComponent <RectTransform>());
    }
    void Awake()
    {
        CarlHealthHandler = GameObject.Find("Carl Heart Handler");
        GregHealthHandler = GameObject.Find("Greg Heart Handler");

        CarlHealthTracker = CarlHealthHandler.GetComponent <HealthDisplay>();
        GregHealthTracker = GregHealthHandler.GetComponent <HealthDisplay>();

        defeatAnimations = this.GetComponent <DefeatAnimations>();

        animationController = GetComponent <AnimationController>();
    }
예제 #30
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    // Use this for initialization
    void Start()
    {
        //Get xMin and xMax from the camera
        float   distance  = this.transform.position.z - Camera.main.transform.position.z;
        Vector3 leftSide  = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance));
        Vector3 rightSide = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, distance));

        xMin = leftSide.x + padding;
        xMax = rightSide.x - padding;

        level_manager = GameObject.Find("LevelManager").GetComponent <LevelManager>();
        healthdisplay = GameObject.Find("Health").GetComponent <HealthDisplay>();
    }