void Start() { h = GetComponent<HealthManager> (); h.maxHealth += health; h.currentHealth = h.maxHealth; }
// Use this for initialization void Start() { //Get PlayerController Object that already exists in the scene player = FindObjectOfType<PlayerController>(); healthManager = FindObjectOfType<HealthManager>(); }
void Start() { healthManager = GetComponent<HealthManager> (); intervalManager = GetComponent<IntervalManager> (); coinManager = GetComponent<CoinManager> (); lastIntervalStartTime = Time.time; }
//private Thread moveThread; void Awake() { //print (curretTarget.position); healthManager = GetComponent<HealthManager> (); movementController = GetComponent<IMovementController> (); weapons = GetComponent<NPCWeaponManager> (); }
// Use this for initialization void Start() { player = FindObjectOfType<PlayerController> (); gravityStore = player.GetComponent<Rigidbody2D> ().gravityScale; camera = FindObjectOfType<CameraController> (); healthManager = FindObjectOfType<HealthManager> (); }
protected virtual void Init() { weaponManager = GetComponent<WeaponManager> (); movementManager = GetComponent<MovementManager> (); healthManager = GetComponent<HealthManager> (); spriteRenderer = GetComponent<SpriteRenderer> (); healthManager.Killed += OnKilled; }
//public GameObject gameOverScreen; //public PlayerController player; // Use this for initialization void Start() { countingTime = startingTime; theText = GetComponent<Text> (); thePauseMenu = FindObjectOfType<PauseMenu> (); theHealth = FindObjectOfType<HealthManager> (); //player = FindObjectOfType<PlayerController>(); }
void Awake() { GM = GameMaster.GM; deathSequence = GetComponent<DeathSequence>(); healthManager = GetComponent<HealthManager>(); }
// Use this for initialization void Start() { instance = this; speed = minSpeed; rb = GetComponent<Rigidbody2D> (); hpManager = GetComponent<HealthManager> (); }
// Use this for initialization void Start() { player = FindObjectOfType<PlayerController> (); camera = FindObjectOfType<CameraFollow> (); healthManager = FindObjectOfType<HealthManager> (); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player" && !drone.WhoIsOwner()) { drone.ChangeActive(); player = other.GetComponent<HealthManager>(); } }
public CharacterBuilder CreateCharacterBuilder(GameManager gm, HealthManager hm) { if (gm == null || hm == null) throw new ArgumentNullException(); _gm = gm; _hm = hm; return this; }
void Start() { if(Application.loadedLevelName == "Restore Point") tScreen = GameObject.Find ("Title Screen Canvas").GetComponent<TitleScreen> (); canvasObject = GameObject.Find ("Canvas"); inventoryItem = GetComponent<InventoryItem> (); player = GameObject.FindWithTag ("Player"); healthManager = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); pauseManager = GameObject.Find ("Pause Manager").GetComponent<PauseManager> (); }
// Use this for initialization void Start() { //actionText = transform.Find("Text").GetComponent<Text>(); //actionText.color = new Color (1,1,1,0); button = GetComponent<Button>(); canvasTransform = GameObject.Find("Canvas").GetComponent<RectTransform>(); playerObject = GameObject.FindGameObjectWithTag("Player"); healthManager = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); rTransform = GetComponent<RectTransform>(); InvokeRepeating("ToggleText", 1, 3); }
/// <summary> /// HealthManagerをアタッチする。 /// </summary> void AttachHealthManager() { var playerList = GameObject.FindGameObjectsWithTag("Player"); foreach(var player in playerList) { if (player.GetComponent<NetworkView>().isMine) { healthManager = player.GetComponent<HealthManager>(); } } }
void Start() { originalPosition = transform.position; healthManager = GetComponent<HealthManager>(); healthBar = (GameObject)Instantiate(healthBarToClone, transform.position, Quaternion.identity); updateHealthBar = healthBar.GetComponent<UpdateHealthBar> (); updateHealthBar.targetToFollow = gameObject; updateHealthBar.healthBarOffset = new Vector3(0, 1f, -0.2f); seed = Random.value * 100; }
void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } }
public Entity(int entityTypeId, Level level) { Height = 1; Width = 1; Length = 1; Gravity = 0.08; Drag = 0.02; EntityId = EntityManager.EntityIdUndefined; Level = level; EntityTypeId = entityTypeId; KnownPosition = new PlayerLocation(); HealthManager = new HealthManager(this); }
public Physics(Game game, Player player, ContentManager Content, TanksOnAHeightmap.GameBase.Shapes.Terrain terrain, Space space) { Cannon = new Cannon(game, player.tank); CannonBallManager = new CannonBallManager(game); EnemyCannon.playerTank = player.tank; healthManager = new HealthManager(game, space); this.Content = Content; this.Components = game.Components; this.game = game; this.player = player; this.tank = player.tank; this.terrain = terrain; this.space = space; }
void Start() { sensing = GetComponent<GuardSensing> (); behaviour = GetComponent<GuardBehaviour> (); alerted = false; alertSystem = GameObject.Find ("Alert System").GetComponent<AlertManager>(); pHealth = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); // Set default state: patrol or sentry (stationary) if (patrolling) { behaviour.guardState = GuardBehaviour.GuardState.Patrol; } else { behaviour.guardState = GuardBehaviour.GuardState.Sentry; } }
/// <summary> /// Handle collisions between the boss and the players bullets /// </summary> public void CollideBossBullets() { HealthManager health = Boss.GetComponent <HealthManager> (); List <GameObject> bullets = bulletManager.BulletsList; CollisionCircle bossCollider = Boss.GetComponent <CollisionCircle> (); if (!health.Immune) { for (int i = bullets.Count - 1; i >= 0; i--) { if (bossCollider.TestCollisionCircle(bullets [i].GetComponent <CollisionCircle> ())) { health.Hit(); bulletManager.DestroyBullet(i); } } } }
void Heal() { healthManager = GetComponent<HealthManager> (); if (healthManager.currentHealth < healthManager.maxHealth) { healthManager.currentHealth += healthPerInterval; } if (proximityManager.FriendsInRange ().Count > 0) { foreach (GameObject friend in proximityManager.FriendsInRange ()) { healthManager = friend.GetComponent<HealthManager> (); if (healthManager.currentHealth < healthManager.maxHealth) { healthManager.currentHealth += healthPerInterval; } } } }
//Intercepts HealthManager's Hit method and allows me to override it with my own calculation public void HealthManager_Hit_Hook(On.HealthManager.orig_Hit orig, HealthManager self, HitInstance hitInstance) { //Modding.Logger.Log(self.gameObject.name + " " + hitInstance.Source.name); //Alternative hit damages from other sources like weaver or explosions Modding.Logger.Log(self.name); if (hitInstance.Source.name.Contains("Gas")) { //Explosion damage hitInstance.DamageDealt = 15 + (PlayerData.instance.nailSmithUpgrades * 5); orig(self, hitInstance); return; } else if (hitInstance.Source.name.Contains("Damager")) { //Glowing Womblings HeroController.instance.AddMPCharge(15); orig(self, hitInstance); return; } if (!hitInstance.Source.name.Contains("bullet")) { //Nail Damage TODO: Change this because this apparently affects environmental damage that are supposed to be OHKO hitInstance.DamageDealt = 3 + PlayerData.instance.nailSmithUpgrades * 3; orig(self, hitInstance); return; } HP_BulletBehaviour hpbb = hitInstance.Source.GetComponent <HP_BulletBehaviour>(); Vector3 bulletOriginPosition = hitInstance.Source.GetComponent <HP_BulletBehaviour>().bulletOriginPosition; //==============Soul Gain Amount============ int soulGainAmt = HP_Stats.CalculateSoulGain(); //==============Damage================= int damage = HP_Stats.CalculateDamage(bulletOriginPosition, self.transform.position); DamageEnemies.HitEnemy(self, damage, HP_BulletBehaviour.bulletHitInstance, soulGainAmt); Modding.Logger.Log("DamageCalculator, damage dealt is " + damage + " against " + self.name); //==============Blood Splatter Effect================= //int cardinalDirection = DirectionUtils.GetCardinalDirection(hitInstance.GetActualDirection(self.transform)); //if (!self.IsInvincible) StartCoroutine(SplatterBlood(self.gameObject, 1, cardinalDirection * 90)); }
void FirePipe(int index16, bool silent) { fireDistance = meleescanDistance; if (DidRayHit()) { anim.Play("Attack2"); if (!silent) { SFX.clip = SFXPipeHit; SFX.Play(); } CreateStandardImpactEffects(true); damageData.other = tempHit.transform.gameObject; if (tempHit.transform.gameObject.tag == "NPC") { damageData.isOtherNPC = true; } else { damageData.isOtherNPC = false; } damageData.hit = tempHit; damageData.attacknormal = playerCamera.ScreenPointToRay(MouseCursor.drawTexture.center).direction; damageData.damage = Const.a.damagePerHitForWeapon[index16]; damageData.damage = Const.a.GetDamageTakeAmount(damageData); damageData.owner = playerCapsule; damageData.attackType = Const.AttackType.Melee; HealthManager hm = tempHit.transform.gameObject.GetComponent <HealthManager>(); if (hm == null) { return; } hm.TakeDamage(damageData); return; } fireDistance = hitscanDistance; if (!silent) { SFX.clip = SFXPipeMiss; SFX.Play(); } anim.Play("Attack1"); }
public EnemyBlue(string fileName, Vector2 startPos, Action <Enemy> deathEvent) : base(fileName, new Vector2(3, 3), deathEvent) { SetOrigin(width / 2, height / 2); SetScaleXY(10, 10); SetXY(startPos.x, startPos.y); //set health healthManage = new HealthManager(Setting.LIVES, CreateDeathEvent(), CreateHurtEvent(), this); stats.reward = Setting.SCORE; stats.moveSpeed = Setting.MOVE_SPEED; stats.animated = true; moveRect = new Rectangle(MyGame.bounds.x + width, game.height * 0.05f, MyGame.bounds.width - (width * 2), game.height * 0.3f); //start AI SetAnimation(); StartMove(); }
// Method that activates the item public void itemActivation(string item) { if (item.Equals("Herb") && herbs > 0) { HealthManager.healthRestore(healthToGive); Debug.Log("Health:" + healthToGive); herbs--; } if (item.Equals("Hook")) { grapple.grapple(); } if (item.Equals("Boots")) { playerMove.isSpedUp(true); } }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { HealthManager.HurtPlayer(damage); var player = other.GetComponent <PlayerController>(); player.knockbackCount = player.knockbackTime; if (other.transform.position.x < transform.position.x) { player.knockRight = true; } else { player.knockRight = false; } } }
public void Attack() { Vector2 parentLocalScale = transform.parent.localScale; Vector2 position = transform.position; Vector2 rayOrigin = new Vector2(position.x + (transform.localScale.x / 2 * parentLocalScale.x) + 0.1f, position.y); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * parentLocalScale, range); Debug.DrawRay(rayOrigin, Vector2.right * parentLocalScale * range, Color.red, 1); Debug.Log("Weapon: Did Shot"); if (hit.collider != null) { Debug.Log("Weapon: Did Hit"); HealthManager victimHeathManager = hit.transform.GetComponent <HealthManager>(); if (victimHeathManager != null) { victimHeathManager.TakeDamage(damage); } } }
public IEnumerator RespawnPlayerCo() { //generate death particle // Instantiate (DeathParticle, Player.transform.position, Player.transform.rotation); //hide player //Player.enabled = false; Player2.SetActive(false); Player.GetComponent <Renderer> ().enabled = false; //gravity reset GravityStore = Player.GetComponent <Rigidbody2D>().gravityScale; Player.GetComponent <Rigidbody2D>().gravityScale = 0f; Player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; //Point Penalty ScoreManager.AddPoints(-PointPenaltyOnDeath); //Bring Back Health HealthManager.ResetHealth(); //Debug Message Debug.Log("Player Respawn"); //Respawn Delay yield return(new WaitForSeconds(RespawnDelay)); //Gravity Restore Player.GetComponent <Rigidbody2D>().gravityScale = GravityStore; //Match Players Transform Position Player.transform.position = CurrentCheckPoint.transform.position; //Show Player //Player.enabled = true; Player2.SetActive(true); Player.GetComponent <Renderer>().enabled = true; //Spawn Player //Instantiate (RespawnParticle, CurrentCheckPoint.transform.position, CurrentCheckPoint.transform.rotation); }
public Enderman(Level level) : base(EntityType.Enderman, level) { Width = Length = 0.6; Height = 2.9; HealthManager.MaxHealth = 400; HealthManager.ResetHealth(); NoAi = true; Speed = 0.3f; AttackDamage = 7; TargetBehaviors.Add(new HurtByTargetBehavior(this)); TargetBehaviors.Add(new FindAttackableTargetBehavior(this, 16)); Behaviors.Add(new MeleeAttackBehavior(this, 1.0, 16)); Behaviors.Add(new WanderBehavior(this, 1.0)); Behaviors.Add(new LookAtPlayerBehavior(this, 8.0)); Behaviors.Add(new RandomLookaroundBehavior(this)); }
void Start() { // Initialize everything to default states so everything is happy dead = false; firstSighting = true; currentState = Const.aiState.Idle; tickFinished = Time.time + tickTime; attackFinished = Time.time; // Get some components that we should have healthManager = GetComponent <HealthManager>(); rbody = GetComponent <Rigidbody>(); SFX = GetComponent <AudioSource>(); anim = GetComponent <Animation>(); lastHealth = healthManager.health; // Initialize last health so we can check if we got hurt and go into pain state idealTransformForward = transform.forward; // prefer to go forward initially, then rotate from there later towards attacker or waypoint, or node, etc. enemy = null; // start out with no enemy attacker = null; // start out with no attacker goalPoint = Vector3.zero; // If we accidentally removed an AudioSource component from the GameObject or if we never added one, let us know where this is so we can select it if (SFX == null) { Debug.Log("WARNING: No audio source for npc at: " + transform.position.x.ToString() + ", " + transform.position.y.ToString() + ", " + transform.position.z + "."); } if (healthManager.health > 0) { if (walkWaypoints.Length > 0 && walkWaypoints[currentWaypoint] != null) { currentState = Const.aiState.Walk; // If waypoints are set, start walking to them } else { currentState = Const.aiState.Idle; // Default to idle } } else { dead = true; currentState = Const.aiState.Dead; } }
// Unity builtin // pos: center of sphere public void ExplodeInner(Vector3 pos, float oldforce, float oldradius, DamageData dd) { Collider[] colliders = Physics.OverlapSphere(pos, oldradius); foreach (Collider c in colliders) { if (c != null && c.GetComponent <Rigidbody>() != null) { c.GetComponent <Rigidbody>().AddExplosionForce(oldforce, pos, oldradius, 1.0f); if (dd != null) { HealthManager hm = c.gameObject.GetComponent <HealthManager>(); if (hm != null) { hm.TakeDamage(dd); } } } } }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { HealthManager.HurtPlayer(this.damageToGive); var audio = other.GetComponent <AudioSource> (); audio.Play(); var player = other.GetComponent <PlayerController> (); player.knockbackCount = player.knockbackLength; if (other.transform.position.x < transform.position.x) { player.knockFromRight = true; } else { player.knockFromRight = false; } } }
void RemovePotato_RPC() { isPotato = false; PhotonView otherpv = GetComponent <PhotonView>(); NetworkPlayerVehicle npv = otherpv.GetComponentInParent <NetworkPlayerVehicle>(); HealthManager hm = otherpv.gameObject.GetComponentInChildren <HealthManager>(); TeamNameSetup tns = otherpv.gameObject.GetComponentInParent <TeamNameSetup>(); HotPotatoManager hpm = otherpv.gameObject.GetComponentInParent <HotPotatoManager>(); canPickupPotato = false; Invoke(nameof(ReactivatePickupPotato), 5f); myDriverId = npv.GetDriverID(); myGunnerId = npv.GetGunnerID(); tns.ChangeColour(false); potatoEffects = GetComponentInChildren <PotatoEffects>(); potatoEffects.DeactivatePotatoEffects(myDriverId, myGunnerId); }
private void OnCollisionEnter2D(Collision2D collision) { NexusPull nexus = collision.gameObject.GetComponent <NexusPull>(); if (nexus == null) { return; } HealthManager health = collision.gameObject.GetComponent <HealthManager>(); if (health == null) { return; } health.TakeHit(10.0f); enemyHealthManager.TakeHit(float.MaxValue); }
public override void Fire() { Debug.Log(muzzleFlash); muzzleFlash.Play(); RaycastHit hit; LayerMask layerMask = LayerMask.GetMask("Default", isAI ? "Player" : "AI"); if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range, layerMask: layerMask.value)) { Debug.Log(hit.transform); HealthManager target = hit.transform.GetComponent <HealthManager>(); if (target != null) { target.TakeDamage(damage); } } }
private void Awake() { if (!p_cController) { p_cController = GetComponent <CharacterController>(); } if (!p_fpController) { p_fpController = GetComponent <FirstPersonController>(); } if (!ai_navMeshAgent) { ai_navMeshAgent = GetComponent <NavMeshAgent>(); } if (!ai_AIMoveController) { ai_AIMoveController = GetComponent <AIMoveController>(); } if (!p_playerController) { p_playerController = GetComponent <PlayerController>(); } if (!healthManager) { healthManager = GetComponent <HealthManager>(); } healthManager.onDeath += () => GameOver(); if (!p_camera) { p_camera = GetComponentInChildren <Camera>(); } if (startAsPlayer) { ChangeState(ControlState.Player); } else { ChangeState(ControlState.AI); } }
void Awake() { hp = Player.GetComponent <HealthManager>(); controls = Player.GetComponent <TankControl>(); PlayerName.text = hp.Name; if (Player.GetComponent <PhotonView>().owner.GetTeam() == PunTeams.Team.red) { PlayerName.color = Color.red; PlayerHp.color = Color.red; } else if (Player.GetComponent <PhotonView>().owner.GetTeam() == PunTeams.Team.blue) { PlayerName.color = Color.blue; PlayerHp.color = Color.blue; } }
public float roundResetTimeCounter; // time variable between rounds void Start () { //instantiate reference classes healthManager = FindObjectOfType<HealthManager> (); elderMonk = FindObjectOfType<ElderMonk> (); hiddenText = FindObjectOfType<HiddenText> (); playerController = FindObjectOfType<PlayerController> (); //find animators anim01 = Player01.GetComponent<Animator> (); anim02 = Player02.GetComponent<Animator> (); //player02 rigidbody body02 = Player02.GetComponent<Rigidbody2D> (); //set starting values roundEnd = false; roundResetTimeCounter = roundResetTime; }
// Use this for initialization void Start() { CameraAC.enabled = false; _target = GameObject.FindGameObjectWithTag("Player").transform; _lastTargetPosition = _target.position; _offsetZ = (transform.position - _target.position).z; transform.parent = null; _playerHealth = _target.gameObject.GetComponent <HealthManager> (); _cameraStart = GetComponent <CameraStart> (); _cameraEnd = GetComponent <CameraEnd> (); Vector3 PlayerPos = GameObject.FindGameObjectWithTag("Player").transform.position; Vector3 Pos = new Vector3(PlayerPos.x, PlayerPos.y, -10); Pos.x = Mathf.Clamp(Pos.x, -XBound, XBound); Pos.y = Mathf.Clamp(Pos.y, -YBound, YBound); _cameraTrans = this.transform; _cameraTrans.position = Pos; }
void Start() { // Let cursor lock state to locked Cursor.lockState = CursorLockMode.Locked; // Get gun object and update its scale gun = this.transform.GetChild(1); Vector3 gunScale = gun.transform.localScale; gunScaleY = gunScale.y; // Get components rigidBody = GetComponent <Rigidbody>(); sprintManager = GetComponent <SprintManager>(); healthManager = GetComponent <HealthManager>(); // Set it outside the players control initially inControl = false; }
public void Spawn() { gameObject.SetActive(true); if (enemyHealth == null) { enemyHealth = GetComponent <HealthManager>(); } if (character == null) { character = GetComponent <CharacterObject>(); } character.OnSpawn(); enemyHealth.SetMaxHealth(); enemyHealth.IsDead = false; IsSpawned = true; transform.SetParent(null); transform.position = spawnPos; }
// Update is called once per frame void Update() { if (thePauseMenu.isPaused) { return; } countingTime -= Time.deltaTime; if (countingTime <= 0) { //gameOverScreen.SetActive(true); //player.gameObject.SetActive(false); HealthManager.KillPlayer(); } theText.text = "" + Mathf.Round(countingTime); }
void Awake() { // Add event subscription with callback GameManager.onGameStartEvent += EnablePlayer; GameManager.onKnightsWinEvent += Celebrate; animator = gameObject.GetComponent <Animator>(); healthManager = GetComponent <HealthManager>(); inputManager = GetComponent <KnightInputManager>(); soundManager = GetComponent <SoundManager>(); // Get Behaviors moveBehavior = GetComponent <MoveBehavior>(); attackBehavior = GetComponent <AttackBehavior>(); blockBehavior = GetComponent <BlockBehavior>(); jumpBehavior = GetComponent <JumpBehavior>(); takeDamageBehavior = GetComponent <TakeDamageBehavior>(); //Invoke("Die", 5); }
void OnTriggerEnter2D(Collider2D other) { //If anything collides this object if (other.name == "Player") { //If who collided was the player, HealthManager.HurtPlayer(damageToGive); other.GetComponent <AudioSource>().Play(); //Knockback doesn't work /*var player = other.GetComponent<PlayerController>(); * player.knockbackCount = player.knockbackLength; * * if (other.transform.position.x < transform.position.x) * player.knockFromRight = true; * else * player.knockFromRight = false;*/ } }
private void Fire() { if (fireTimer < fireRate || isReloading || isRunning) { return; } RaycastHit hit; if (Physics.Raycast(shootPoint.position, shootPoint.transform.forward + Random.onUnitSphere * accuracy, out hit, range)) { GameObject hitSpark = Instantiate(hitSparkPrefab, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); hitSpark.transform.SetParent(hit.transform); Destroy(hitSpark, 0.5f); GameObject hitHole = Instantiate(hitHolePrefab, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); hitHole.transform.SetParent(hit.transform); Destroy(hitHole, 5.0f); Recoil(); BulletEffect(); HealthManager healthManager = hit.transform.GetComponent <HealthManager>(); if (healthManager) { healthManager.ApplyDamage(damage); } EnemyManager enemyManager = hit.transform.GetComponentInParent <EnemyManager>(); if (enemyManager) { enemyManager.ApplyDamage(damage); } Rigidbody rigidbody = hit.transform.GetComponent <Rigidbody>(); if (rigidbody) { rigidbody.AddForceAtPosition(transform.forward * 5.0f * damage, transform.position); } } currentBullets--; fireTimer = 0.0f; audioSource.PlayOneShot(shootSound); anim.CrossFadeInFixedTime("Fire", 0.01f); muzzleFlash.Play(); bulletsText.text = currentBullets + " / " + bulletsTotal; }
// Looks for Health Manager on collided object to take health then destroys this gameobject private void CollisionResult(GameObject other, Vector3 point, Vector3 normal) { HealthManager healthManager = other.GetComponent <HealthManager>(); if (healthManager != null) { healthManager.TakeHealth(fDamage); } if (other.layer == LayerMask.NameToLayer("Environment") || other.layer == LayerMask.NameToLayer("MovingPlatform")) { impactAudio.Play(); Instantiate(goBulletImpact, point, Quaternion.Euler(normal)); } DestroyProjectile(); }
void DisableScripts() { // LevelSystem levelSystem = GetComponentInChildren<LevelSystem>(); // FundSystem fundSystem = GetComponentInChildren<FundSystem>(); HealthManager healthManager = GetComponentInChildren <HealthManager>(); UpdateHealth updateHealth = GetComponent <UpdateHealth>(); WeaponBase[] weapons = GetComponentsInChildren <WeaponBase>(); // levelSystem.enabled = false; // fundSystem.enabled = false; healthManager.enabled = false; updateHealth.enabled = false; foreach (WeaponBase weapon in weapons) { weapon.enabled = false; } }
void Init() { pathTime = animTime = 0; rotationDir = RallyPos = PosMem = storedPos = Vector3.zero; nameCheckPoint = GameObject.Find("NameCheck").GetComponent <Collider>(); rifle = GetComponentInChildren <FindRifle>().gameObject; anim = GetComponentInChildren <Animator>(); aSource = GetComponent <AudioSource>(); visibleObjects = new List <GameObject>(); nameReady = false; //Get Components m_SkinRenderer = GetComponentInChildren <SkinnedMeshRenderer>(); m_HealthManager = GetComponentInChildren <HealthManager>(); m_NavAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); m_NavAgent.updateRotation = false; m_Camera = GetComponentInChildren <Camera>(); m_PaintballPool = PoolSystem.FindPool("Projectile"); //set the health according to what enemy type it is if (isLeader) { m_HealthManager.SetEntityToMinionLeader(); transform.localScale = new Vector3(0.75f, 0.75f, 0.75f); } else { m_HealthManager.SetEntityToMinion(); } currentState = States.Patrol; //set things to false SwitchOff(); //set things to zero gunTimer = targetLockTimer = pathTime = 0; //floats target = null; //precalculations m_FireRate = 60.0f / m_FireRate; sinTurn = Mathf.Sin(30.0f); cosTurn = Mathf.Cos(30.0f); }
// Use this for initialization private void Start() { m_body = GetComponent <Rigidbody2D>(); m_playerRenderer = GetComponent <SpriteRenderer>(); m_animator = GetComponent <Animator>(); m_collider = GetComponent <Collider2D>(); m_laserLine = GetComponent <LineRenderer>(); m_myHealthManager = GetComponent <HealthManager>(); items = new List <Pickup>(); if (Camera == null) { Camera = Camera.main; } m_cameraController = Camera.GetComponent <CameraController>(); m_laserLine.material = new Material(Shader.Find("Sprites/Default")); // A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; Gradient gradient = new Gradient(); gradient.SetKeys( colorKeys: new[] { new GradientColorKey(new Color(1f, 0.58f, 0f), 0.0f), new GradientColorKey(new Color(1f, 0.85f, 0f), 1.0f) }, alphaKeys: new[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } ); m_laserLine.colorGradient = gradient; m_shootableMask = LayerMask.GetMask("Shootable"); HealthSlider.value = m_myHealthManager.MaxHealth; }
void Start() { //get the xyz values of this object playerSize = this.GetComponent <Collider>().bounds.size; //projectile variables projectileCooldownCount = PROJECTILE_COOLDOWN; //init cooldown count PROJECTILE_OFFSET = playerSize.z; //offset for the projectile position relative to player //keep the player on the ground this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, playerSize.y / 2, this.gameObject.transform.position.z); //apply a colour to the material of the mesh renderer component //MeshRenderer renderer = this.gameObject.GetComponent<MeshRenderer>(); //renderer.material.color = Color.white; //assign the main camera to this variable mainCamera = FindObjectOfType <Camera> (); //assign the players rigid body to this variable //playerRigidBody = GetComponent<Rigidbody>(); // assign the character controller controller = GetComponent <CharacterController> (); //ground boundaries GameObject ground = GameObject.Find("Ground"); Renderer groundSizeRenderer = ground.GetComponent <Renderer>(); Vector3 groundSize = groundSizeRenderer.bounds.size; //divided by 2 for maths purposes (origin of ground is at 0,0 and largeset x is groundSize.x/2) groundSizeX = groundSize.x / 2; groundSizeZ = groundSize.z / 2; //handle the health of the player here healthManager = this.gameObject.GetComponent <HealthManager>(); //find the left and right body playerBodyLeft = GameObject.Find("Player/Player Spawn Particle System/playerleft"); playerBodyRight = GameObject.Find("Player/Player Spawn Particle System/playerright"); }
private void SetDamages(On.HealthManager.orig_TakeDamage orig, HealthManager owner, HitInstance hit) { Log($@"Creating HitInstance {hit.AttackType}, {hit.Source}, {hit.DamageDealt}, {hit.Multiplier} for {owner.name}"); _dashDamage = 5 + PlayerData.instance.GetInt("nailSmithUpgrades") * 4; float multiplier = 1; if (PlayerData.instance.GetBool("hasShadowDash")) { multiplier *= 2; } if (PlayerData.instance.GetBool("equippedCharm_25")) { multiplier *= 1.5f; } if (PlayerData.instance.GetBool("equippedCharm_6") && PlayerData.instance.GetInt("health") == 1) { multiplier *= 1.75f; } if (_oldDashDamage != _dashDamage) { LogDebug($@"[Blackmoth] Sharp Shadow Damage set to {_dashDamage}"); _oldDashDamage = _dashDamage; } if (hit.AttackType == AttackTypes.SharpShadow || hit.Source.name == "SuperDash Damage" && PlayerData.instance.GetBool("defeatedNightmareGrimm")) { LogDebug($@"Setting damage for {owner.name}"); hit.DamageDealt = _dashDamage; hit.AttackType = 0; hit.Multiplier = multiplier; hit.Direction = HeroController.instance.cState.facingRight ? 0 : 180; hit.MagnitudeMultiplier = PlayerData.instance.GetBool("equippedCharm_15") ? 2f : 0f; } else if (hit.AttackType == AttackTypes.Nail) { LogDebug($@"Setting damage for {owner.name}"); hit.DamageDealt = 1; } LogDebug($@"Creating HitInstance {hit.AttackType}, {hit.Source}, {hit.DamageDealt}, {hit.Multiplier} for {owner.name}"); orig(owner, hit); }
void Start() { //Auto Hooks currCheckpoint = GameObject.Find("startCP"); player = FindObjectOfType<MasterController>(); healthManager = FindObjectOfType<HealthManager>(); respawnManager = FindObjectOfType<RespawnManager>(); timerManager = FindObjectOfType<TimerManager>(); //Game Data GameOptionData.currentLevel = Application.loadedLevel; //Camera Effects mainCamera = FindObjectOfType<Camera>(); cameraSize = mainCamera.orthographicSize; zoomOutDuration = playerRespawnDelay * 0.35f; zoomInDuration = playerRespawnDelay; if(Application.loadedLevel == 7) { defaultCameraSize = 7.0f; } else { defaultCameraSize = mainCamera.orthographicSize; } cameraZoomInEffect = false; cameraZoomOutEffect = false; //Optional HUD Information //Enemy Count, XP Gems Remaining //levelXPGems = GameObject.FindGameObjectsWithTag("XP Gem"); //arraySize = GameObject.FindObjectsOfType<EnemyHealthManager>().Length; //enemyPositionArray = new Vector3[arraySize]; }
void Start() { // Cache references to scripts that utilise GameState variables pHealth = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); healthHUD = GameObject.Find ("HUD_Healthbar").GetComponent<HUD_Healthbar> (); pInventory = GameObject.Find ("Inventory Manager").GetComponent<PlayerInventory> (); invHUD = GameObject.Find ("HUD_Inventory").GetComponent<HUD_Inventory> (); pTime = GameObject.Find("Time Manager").GetComponent<TimeScaler>(); // Load game at the start of every scene LoadGame (); }
void Start() { sensing = GetComponent<GuardSensing> (); player = GameObject.FindWithTag("Player"); torso = GameObject.Find ("ppl_chest"); anim = GetComponent<Animator> (); pHealth = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); }
void Awake () { Instance = this; }
// Use this for initialization void Start () { text = gameObject.GetComponent<Text>(); hpManager = objectWithHP.GetComponent<HealthManager>(); UpdateText(); }
void Start() { player = GameObject.FindWithTag ("Player"); navMeshAgent = GetComponent<NavMeshAgent> (); guardSensing = GetComponent<GuardSensing> (); guardAI = GetComponent<GuardAI> (); guardShooting = GetComponent<Shooting> (); anim = GetComponent<Animator> (); pHealth = GameObject.Find("Health Manager").GetComponent<HealthManager> (); guardBodyParts = GetComponent<GuardSelfDestruct> (); visionCone = transform.Find ("VisionCone").gameObject; // compile patrol and alert routes patrolRoute = new Vector3[4] { waypoint1.transform.position, waypoint2.transform.position, waypoint3.transform.position, waypoint2.transform.position }; alertRoute = new Vector3[4]{ alertWaypoint1.transform.position, alertWaypoint2.transform.position, alertWaypoint3.transform.position, alertWaypoint2.transform.position }; }
// Use this for initialization void Start() { health = GetComponent<HealthManager>(); }
// Use this for initialization void Start() { animation = this.gameObject.GetComponent<Animation>(); attackLength = animation.GetClip("Attack").length; playerHealthManager = player.GetComponent<HealthManager>(); }