예제 #1
0
 private void OnEnable()
 {
     audioHandler = GetComponent <ObjectAudioHandler>();
     Ammo         = 100;
     UpdateFillBar();
     hasShot = false;
 }
예제 #2
0
    private void OnEnable()
    {
        isTransition = false;
        quitPanel.gameObject.SetActive(false);
        canPressBtn = true;
        //Closed door 115.504 open door 24.249
        selectId = 0;
        SetHover();
        doorAnimation         = doorHolder.GetComponent <Animator>();
        audioHandler          = GetComponent <ObjectAudioHandler>();
        doorAnimation.enabled = false;
        if (usingToolTips == true)
        {
            toolTip.SetActive(true);
        }
        else if (usingToolTips == false)
        {
            toolTip.SetActive(false);
        }

        if (SoundManager.Instance != null)
        {
            SoundManager.Instance.PlayMainTheme();
        }
    }
예제 #3
0
 private void OnEnable()
 {
     Ammo = 100;
     UpdateFillBar();
     bullets = GameObject.Find("BulletsSpawn").GetComponent <ObjectPooling>();
     Debug.Log("fill bar reset");
     audioHandler = GetComponent <ObjectAudioHandler>();
 }
예제 #4
0
 private void OnEnable()
 {
     Ammo = 100;
     UpdateFillBar();
     DrawColor    = GameObject.Find("GameManager").GetComponent <DrawColor>();
     audioHandler = GetComponent <ObjectAudioHandler>();
     canPlaySplat = true;
 }
예제 #5
0
    private void OnEnable()
    {
        reloading = false;
        Ammo      = 100;
        UpdateFillBar();
        audioHandler = GetComponent <ObjectAudioHandler>();
        canPlaySplat = true;

        Renderer _rend = gameObject.GetComponent <Renderer>();

        switch (Player.skinId)
        {
        case (0):
        {
            _rend.material = gunMaterials[0];
            break;
        }

        case (1):
        {
            _rend.material = gunMaterials[1];
            break;
        }

        case (2):
        {
            _rend.material = gunMaterials[2];
            break;
        }

        case (3):
        {
            _rend.material = gunMaterials[3];
            break;
        }
        }
    }