private void Start() { _player = GameMainReferences.Instance.PlayerController; _playerCharacter = GameMainReferences.Instance.PlayerCharacter; _playerCharacter.OnLevelUp += _playerCharacter_OnLevelUp; GameMainController.Instance.OnCinematicChange += OnCinematicChange; }
void Start() { player = FindObjectOfType<PlayerController>(); fade = GetComponent<FadeIn>(); highScore = PlayerPrefs.GetInt("highScore"); Debug.Log(highScore); }
// Use this for initialization void Start() { this.player = PlayerController.instance; this.rb2d = this.GetComponent<Rigidbody2D> (); this.melee = this.GetComponent<MeleeAttacker> (); this.animator = this.GetComponent<Animator> (); }
//called before start: get references private void Awake () { explosion = (GameObject)Resources.Load("Explosion"); self = GetComponent<Transform>(); target = GameObject.Find("Application").GetComponent<Transform>(); playerController = GameObject.Find("Player").GetComponent<PlayerController>(); }
protected override void Start() { base.Start (); controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); viewCamera = Camera.main; }
public override void AImove() { // Search thru list of players and choose closest one closestPlayerPosition = new Vector2(100,100); foreach(PlayerController prey in BoardManager.Boardo.players.Where (y => y.GetType() != typeof(AIPlayer))) { Debug.Log(prey.GetType()); if (prey.gridPosition.sqrMagnitude < closestPlayerPosition.sqrMagnitude) { this.closestPlayer = prey; //Debug.Log(prey); this.closestPlayerPosition = prey.gridPosition; } } moving = true; attacking = false; //Debug.Log(closestPlayer); // Calculate the path to the player path = TilePathFinder.FindPath (BoardManager.Boardo.map[(int)gridPosition.x][(int)gridPosition.y],BoardManager.Boardo.map[(int)closestPlayer.gridPosition.x][(int)closestPlayer.gridPosition.y]); Debug.Log(path); // Why is it returning null? //path.Reverse(); path.ToArray(); if (path[0] != null && path.Count > 1) { // If null, is next to player Debug.Log("AI moving to" + path[0].gridPosition); BoardManager.Boardo.moveCurrentPlayer(path[0]); this.gridPosition = path[0].gridPosition; } else { // if next to player turn cannons towards player AIturn(); } }
// Use this for initialization void Start() { //Get PlayerController Object that already exists in the scene player = FindObjectOfType<PlayerController>(); //Get CameraController Object that already exists in the scene camera = FindObjectOfType<CameraController>(); }
void Awake () { if(!cameraTransform && Camera.main) cameraTransform = Camera.main.transform; if(!cameraTransform) { Debug.Log("Please assign a camera to the ThirdPersonCamera script."); enabled = false; } _target = transform; if (_target) controller = _target.GetComponent<PlayerController>(); if (controller) { CharacterController characterController = (CharacterController)_target.GetComponent<Collider>(); centerOffset = characterController.bounds.center - _target.position; headOffset = centerOffset; headOffset.y = characterController.bounds.max.y - _target.position.y; } else Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached."); Cut(_target, centerOffset); }
/* * Called each frame that this effector is applied to the input player */ public virtual void OnUpdate(PlayerController player) { elapsedTime = Time.time - appliedTime; if(lifeTime > 0.0f && elapsedTime >= lifeTime) { bActive = false; } }
void Initialize () { actions = character.GetComponent<Actions> (); controller = character.GetComponent<PlayerController> (); foreach (PlayerController.Arsenal a in controller.arsenal) CreateWeaponButton(a.name); CreateActionButton("Stay"); CreateActionButton("Walk"); CreateActionButton("Run"); CreateActionButton("Sitting"); CreateActionButton("Jump"); CreateActionButton("Aiming"); CreateActionButton("Attack"); CreateActionButton("Damage"); CreateActionButton("Death Reset", "Death"); cameras = GameObject.FindObjectsOfType<Camera> (); var sort = from s in cameras orderby s.name select s; foreach (Camera c in sort) CreateCameraButton(c); camerasPanel.GetChild (0).GetComponent<Button>().onClick.Invoke(); }
void Start() { state = Enemy3State.Idle; transform.localScale = new Vector3(1,1,1); player = GameObject.FindGameObjectWithTag("Player"); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerController = player.GetComponent<PlayerController>(); platforms = GameObject.FindGameObjectsWithTag("Platform"); dynPlatforms = GameObject.FindGameObjectsWithTag("DynamicPlatform"); // Set global state variables GameStateVars.currentLevel = "level0"; if (GameStateVars.playerCurrentLifes <= 0) { GameStateVars.playerCurrentLifes = playerController.playerDefaultLifes; } platformColliders = new Collider2D[platforms.Length + dynPlatforms.Length]; int counter = 0; foreach (GameObject tmp in platforms) { platformColliders[counter] = tmp.GetComponent<Collider2D>(); counter++; } foreach (GameObject tmp in dynPlatforms) { platformColliders[counter] = tmp.GetComponent<Collider2D>(); counter++; } }
void Start() { st = transform.root.GetComponent<Storage>(); pc = GameObject.Find("Player").GetComponent<PlayerController>(); startPos = transform.position; startScale = transform.localScale; }
// Use this for initialization void Start() { player = FindObjectOfType<PlayerController> (); gravityStore = player.GetComponent<Rigidbody2D> ().gravityScale; camera = FindObjectOfType<CameraController> (); healthManager = FindObjectOfType<HealthManager> (); }
private void FindPlayersInRange() { HashSet<PlayerController> playersInRange = new HashSet<PlayerController>(); foreach (var player in PlayerController.GetAllPlayers()) { if (Vector3.Distance(transform.position, player.transform.position) <= 18) { playersInRange.Add(player); } } // add players that have entered foreach (var player in playersInRange) { if (!_playersBeingHealed.ContainsKey(player)) { _playersBeingHealed.Add(player, 0f); } } // remove players that have left PlayerController[] keys = new PlayerController[_playersBeingHealed.Keys.Count]; _playersBeingHealed.Keys.CopyTo(keys, 0); foreach (var player in keys) { if (!playersInRange.Contains(player)) { _playersBeingHealed.Remove(player); } } }
// le jeu n'est pas en pause au départ protected virtual void Start() { paused = false; player = FindObjectOfType(System.Type.GetType("PlayerController")) as PlayerController; UpdateState(); }
void Start() { playerEntity = GameObject.FindWithTag ("Player").GetComponent<Entity>(); playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>(); entity = gameObject.GetComponent<Entity>(); entity.currentBox.GetComponent<Box>().enemies.Add(gameObject); }
// Use this for initialization void Start () { //boost_explosion = Resources.Load("Effects/Flare", (typeof(GameObject))) as GameObject; player_control = gameObject.GetComponent<PlayerController>(); shooter_back = player_control.shooter_back; mine_prefab = Resources.Load("Prefabs/Mine", (typeof(GameObject))) as GameObject; }
public void whenFloorMoved(PlayerController player) { foreach (ItemBasis item in Inventory.toArray()) { switch (item.Code) { case ItemCode.CANE: (item as CaneBasis).reduceUseCount(1); break; case ItemCode.SHIELD: (item as EquipmentItemBasis).subEnhancementPoint(1); break; case ItemCode.SHOTITEM: (item as ShotItemBasis).StackCount -= 1; item.Erase = (item as ShotItemBasis).StackCount == 0; break; case ItemCode.WEAPON: (item as EquipmentItemBasis).subEnhancementPoint(1); break; case ItemCode.MONEY: (item as MoneyBasis).decreaseValue(10); item.Erase = (item as MoneyBasis).Value == 0; break; } } Inventory.refresh(); }
void OnInteractStart(PlayerController source) { _Item item = source.inventory.equipped; if (item == null) return; if (item is _CoreItem) return; if (item.id == rodID && wheelInPlace) { // Place rod item.SendMessage(ItemMethods.OnItemDroppedOff, this, SendMessageOptions.DontRequireReceiver); Destroy(item.gameObject); rodRenderer.enabled = true; anim.SetBool("RodInPlace", true); electricPlayer.enabled = true; if (saveAfterItemAdded) { PlayerSaving.SetExitID(spawnPoint); StartCoroutine(GameSaveManager.SaveRoomWait()); } } else if (item.id == wheelID && !wheelInPlace) { // Place wheel item.SendMessage(ItemMethods.OnItemDroppedOff, this, SendMessageOptions.DontRequireReceiver); Destroy(item.gameObject); wheelRenderer.enabled = true; if (saveAfterItemAdded) { PlayerSaving.SetExitID(spawnPoint); StartCoroutine(GameSaveManager.SaveRoomWait()); } } }
protected void Awake() { if(sInstance != null) { Destroy(gameObject); return; } sInstance = this; if (mDungeon == null) { mDungeon = FindObjectOfType<Dungeon>(); } if (mFollowCamera == null) { mFollowCamera = FindObjectOfType<FollowCamera>(); } if(mFader == null) { mFader = FindObjectOfType<Fader>(); } GameObject goalObj = SpawnPrefab(mGoalPrefab); mGoal = goalObj.GetComponent<Goal>(); GameObject playerObj = SpawnPrefab(GlobalData.sSelectedCharacter == SelectedCharacter.Rose ? mPlayerRosePrefab : mPlayerVuPrefab); mPlayer1 = playerObj.GetComponent<PlayerController>(); mFollowCamera.Init(mPlayer1.transform); }
void Start () { stageEnd_left = -30.0f; stageEnd_right = 30.0f; wait_for_start = true; firstTime = true; paused = false; GameObject mainCameraObj = GameObject.Find ("Camera"); GameObject healthBars = GameObject.Find ("HealthBars"); GameObject player1Obj = GameObject.Find ("Player1"); GameObject player2Obj = GameObject.Find ("Player2"); GameObject debugTextObj = GameObject.Find ("DebugText"); GameObject winTextObj = GameObject.Find ("WinText"); GameObject MIObj = GameObject.Find ("Info"); MI_gd = MIObj.GetComponent<MenuInfo> (); mainCamera = mainCameraObj.GetComponent<CameraController> (); healthbarcontroller = healthBars.GetComponent<HealthBarController> (); player1 = player1Obj.GetComponent<PlayerController> (); player2 = player2Obj.GetComponent<PlayerController> (); debugText = debugTextObj.GetComponent<DebugTextController> (); winText = winTextObj.GetComponent<Text> (); Quit = KeyCode.Escape; start_game = KeyCode.G; TogglePause = KeyCode.BackQuote; ToggleDebugText = KeyCode.Quote; winText.text = ""; winText.color = Color.white; }
// Use this for initialization public void Initialize (PlayerController playerController) { // Store main player component reference this.mainPlayerController = playerController; // Set initial avatar this.ChangePlayerAvatar(this.mainPlayerController.Type); }
public BreakoutPaddle(Game game, string spriteName, PlayerController controller, BreakoutBall ball, float speed = 0f, float acceleration = 0f, float friction = 0f) : base(game, spriteName, controller, speed, acceleration, friction) { this.lockedY = true; this.ball = ball; this.disabled = false; }
protected override void Start() { base.Start(); pc = GetComponent<PlayerController>(); gc = GetComponent<GunController>(); cam = Camera.main; }
void OnGUI () { //make sure that your time is based on when this script was first called //instead of when your game started float guiTime = Time.time - startTime; restSeconds = countDownSeconds - (guiTime); //display messages or whatever here, do stuff based on your timer if (restSeconds == 60) { print ("One Minute Left"); } if (restSeconds <= 0) { Debug.Log("Time is Over"); playerController = gameObject.GetComponent<PlayerController>(); playerController.ChangePlayer(); countDownSeconds = 10; Awake(); } //display the timer roundedRestSeconds = Mathf.CeilToInt(restSeconds); displaySeconds = roundedRestSeconds % 60; displayMinutes = roundedRestSeconds / 60; string text = string.Format("{0:00}:{1:00}", displayMinutes, displaySeconds); GUI.Label (new Rect(400, 25, 100, 30), text); }
// Use this for initialization void Start() { pos = transform.position; pcAccessor = GameObject.Find ("PlayerRobot").GetComponent<PlayerController>(); anim = GameObject.Find ("PlayerRobot").GetComponent<Animator>(); //pos.z = transform.position.z }
// Use this for initialization void Start () { InAir = false; playerObject = GameObject.FindGameObjectWithTag("Player"); playerController = playerObject.GetComponent<PlayerController>(); canPlayerControl = true; fTeleHeight = 1.0f; onRelocationTile = false; vPlayerOrigin = PlayerObj.transform.position; fMandelaHeight = vPlayerOrigin.y + 10; canTeleport = false; canActivateTele = true; if (isAttached) { canTeleport = true; } fLerpingValue = 0.0f; fRotationSpeed = 4.0f; nState = 0; mandalaMovementController = transform.GetComponentInParent<MandalaMovementController>(); }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); currentIdleType = 1; playerController = GameObject.Find(transform.parent.name + "/Pilot").GetComponent<PlayerController>(); rigidbody = GetComponent<Rigidbody2D> (); }
// Use this for initialization void Start () { player = FindObjectOfType<PlayerController>(); if(player.transform.localScale.x < 0) { speed = -speed; rotationSpeed = -rotationSpeed; } // Update is called once per frame void Update () { GetComponent<Rigidbody2D>().velocity = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.y); GetComponent<Rigidbody2D>().angularVelocity = -rotationSpeed; } void OnTriggerEnter2D(Collider2D other) { if(other.tag == "Enemy") { //Instantiate(enemyDeathEffect, other.transform.position, other.transform.rotation); //ScoreManager.AddPoints(pointsForKill); //Destroy(other.gameObject); other.GetComponent<EnemyHealthManager>().GiveDamage(damageToGive); } Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); } }
public void TargetAcquired(PlayerController player, Transform target) { task.TargetAcquired(player, target); }
// Use this for initialization void Start() { state = Enemy2State.Idle; player = GameObject.FindGameObjectWithTag("Player"); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); }
public StunByAssignmentAction(Transform raycastTransform, LayerMask targetLayers, PlayerController playerController) : base(raycastTransform) { TargetLayerMask = targetLayers; _playerController = playerController; }
public bool ExecuteTask(PlayerController player, Transform target) => task != null && task.Execute(player, target);
public bool CanExecuteTask(PlayerController player, Transform target, out TaskExecutionStatus reason) { reason = TaskExecutionStatus.NotReady; return(task != null && task.CanExecute(player, target, out reason)); }
public bool IsTaskCompleted(PlayerController player, Transform target) => task == null || task.IsCompleted(player, target);
public Transform GetTaskTarget(PlayerController player) => task?.GetTarget(player);
private void Start() { temp = Player.GetComponent <PlayerController>(); }
void Start() { diagMan = FindObjectOfType <DialgoueManager>(); playerController = FindObjectOfType <PlayerController>(); }
public Transform GetTaskTarget(PlayerController player) { return(task?.GetTarget(player)); }
private void Start() { animator = GetComponent <Animator>(); playerInstance = PlayerController.Instance; }
public override void OnPostFired(PlayerController player, Gun gun) { gun.PreventNormalFireAudio = true; AkSoundEngine.PostEvent("Play_WPN_smileyrevolver_shot_01", gameObject); }
protected virtual void Clear() { pc = null; ship = null; }
// Start is called before the first frame update void Start() { playerControllerScript = GameObject.Find("Player").GetComponent <PlayerController>(); }
public override void Pickup(PlayerController player) { player.OnReceivedDamage += this.OnDamegg; base.Pickup(player); }
public abstract void OnReleased(PlayerController pc, PossessionEventArgs e);
// Use this for initialization void Start() { InitializeInventory(); audioSource = GameObject.Find("MusicPlayer"); playerControllerScript = GetComponent <PlayerController>(); }
public override DebrisObject Drop(PlayerController player) { player.OnReceivedDamage -= this.OnDamegg; return(base.Drop(player)); }
} // We need to query the options destination when calculating possible routes // Check to see if the given command is valid for this movement option and return null if it isn't or a move outcome with Location or MessageID if it is public MoveOutcome TryMovement(Command command, LocationController controller) { MoveOutcome outcome = FreshOutcome(); // If commands are null or the given command is null, this is a forced movement entry, so just get the destination / message ID if (commands == null || command == null) { outcome.locationID = destination; outcome.messageID = messageID; } else { // Otherwise, search for a the first entry that matches the given command for (int i = 0; i < commands.Length; i++) { if (command == commands[i]) { outcome.locationID = destination; outcome.messageID = messageID; break; } } } // If a match was found, check for conditions if (outcome.locationID != null || outcome.messageID != null) { ItemController itemController = controller.IC; PlayerController playerController = controller.PC; bool conditionMet = false; switch (conditionType) { case ConditionType.NONE: conditionMet = true; break; case ConditionType.PROBABILITY: // There's a % chance of the movement happening if (Random.Range(0, 100) + 1 <= percentage) { conditionMet = true; } break; case ConditionType.PRESENT: // The required item must be in location or carried if (itemController.ItemsAt(playerController.CurrentLocation).Contains(requiredItem)) { conditionMet = true; break; } goto case ConditionType.CARRYING; // Note: falls through to CARRYING check if condition not met case ConditionType.CARRYING: // The required item must be carried if (playerController.HasItem(requiredItem)) { conditionMet = true; } break; case ConditionType.ITEMSTATE: if (itemController.GetItemState(requiredItem) != forbiddenItemState) { conditionMet = true; } break; default: Debug.LogErrorFormat("Unknown travel condition: {0}", conditionType); break; } // If the condition was not met, clear the outcome but indicate a condition was failed if (!conditionMet) { outcome = FreshOutcome(); outcome.failedCondition = true; } } return(outcome); }
private void OnDamegg(PlayerController player) { StartCoroutine(this.InflictRage(Owner)); }
// Use this for initialization void Start() { player = GetComponent <PlayerController> (); }
// Use this for initialization void Start() { player = (PlayerController)FindObjectOfType(typeof(PlayerController)); circle = (CircleCollider2D)collider2D; }
void Awake() { instance = this; }
public virtual void OnPlayerCollide(PlayerController playerController) { }
void Start() { controller = GetComponent <PlayerController>(); gun = GetComponent <GunController>(); viewCamera = Camera.main; }
private void Start() { characterController = GameObject.Find("Player_2").GetComponent <PlayerController>(); }
new void Start() { pc = GetComponent <PlayerController>(); bulletPrefab = ProjectileManager.projectileManager.GetProjectileFromRegistry("Bullet"); bulletSpawn = transform.Find("ShootPoint"); }
void Start() { Cursor.visible = false; PController = GetComponent <PlayerController>(); layerMask = PController.layerMask; }
private void Awake() { playerRigidbody = GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody2D>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); }
void Start() { m_HelpBack = GameObject.Find("HelpBack"); m_Help = GameObject.Find("Help"); m_HelpLabel = GameObject.Find("HelpLabel"); m_Banne = GameObject.Find("Banne"); m_Exit = GameObject.Find("Exit"); m_Vol = GameObject.Find("Vol"); m_VolDown = GameObject.Find("VolDown"); m_MainCamera = GameObject.Find("Main Camera"); m_Start_UI = GameObject.Find("Start_UI"); m_Game_UI = GameObject.Find("Game_UI"); m_Left = GameObject.Find("Left"); m_Right = GameObject.Find("Right"); m_Play_btn = GameObject.Find("Play_btn"); m_Pause = GameObject.Find("Pause"); m_NotPause = GameObject.Find("NotPause"); m_NormalScore = GameObject.Find("NormalScore").GetComponent <UILabel> (); m_ScoreLabel = GameObject.Find("ScoreLabel").GetComponent <UILabel> (); m_GemLabel = GameObject.Find("GemLabel").GetComponent <UILabel> (); m_GameScoreLabel = GameObject.Find("GameScoreLabel").GetComponent <UILabel> (); m_GameGemLabel = GameObject.Find("GameGemLabel").GetComponent <UILabel> (); m_PlayerController = GameObject.Find("Jing.wu").GetComponent <PlayerController> (); m_Vol.SetActive(true); m_VolDown.SetActive(false); m_Game_UI.SetActive(false); m_HelpBack.SetActive(false); m_HelpLabel.SetActive(false); m_Banne.SetActive(true); Init(); UIEventListener.Get(m_Play_btn).onClick = PlayButtonClick; UIEventListener.Get(m_Left).onClick = left; UIEventListener.Get(m_Right).onClick = Right; UIEventListener.Get(m_Pause).onClick = Pause; UIEventListener.Get(m_NotPause).onClick = NotPause; UIEventListener.Get(m_Vol).onClick = TrunVol; UIEventListener.Get(m_VolDown).onClick = TrunVolDown; UIEventListener.Get(m_Exit).onClick = Exit; UIEventListener.Get(m_Help).onClick = Help; UIEventListener.Get(m_HelpBack).onClick = HelpBack; }