// Use this for initialization void Start () { player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControlls>(); gm = GameObject.FindGameObjectWithTag("GM"); PlayAgainButton.gameObject.SetActive(false); MainManuButton.gameObject.SetActive(false); isPause = false; }
IEnumerator Respawn(PlayerControlls p) { yield return(new WaitForSeconds(3f)); p.gameObject.SetActive(true); p.transform.position = p.spawnPosition; }
// Start is called before the first frame update public override void InstantiateWeapon(PlayerControlls pc) { Gun wep = Instantiate(gameObject, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <Gun>(); wep.rb = wep.gameObject.GetComponent <Rigidbody2D>(); wep.player = pc; wep.followSpeed = wep.player.moveSpeed; wep.rotateSpeed = 5f; wep.player.weapon = this; wep.isAttacking = false; wep.baseOffset = .2f; wep.swingSpeed = 20f; wep.offsetDistance = wep.baseOffset; wep.dpt = 1; wep.tickRate = 10; wep.tickTimer = 0; wep.t = 0; wep.level = 0; wep.range = 0.2f; wep.gunSprite = wep.GetComponentInChildren <SpriteRenderer>(); wep.sprites[level] = sprites[level]; wep.damages[level] = damages[level]; wep.attackSpeeds[level] = attackSpeeds[level]; wep.gunSprite.sprite = wep.sprites[level]; wep.dpt = wep.damages[level]; wep.attackSpeed = wep.attackSpeeds[level]; wep.attackCooldown = wep.attackSpeed; }
private void Start() { _controls = Controller.Controls; _controls.Main.Interact.Enable(); _controls.Main.DropItem.performed += DropItemOnPerformed; _controls.Main.DropItem.Enable(); }
private void OnEnable() { if (!m_focus) { return; } controlls = new PlayerControlls(); CharacterController cCon = m_focus.GetComponent <CharacterController>(); if (!cCon) { return; } switch (cCon.p) { case PlayerChoise.PlayerOne: controlls.PlayerOneControlls.Camera.performed += ctx => m_cameraInput = new Vector2(-ctx.ReadValue <Vector2>().y, ctx.ReadValue <Vector2>().x); controlls.PlayerOneControlls.Camera.canceled += ctx => m_cameraInput = Vector2.zero; break; case PlayerChoise.PlayerTwo: controlls.PlayerTwoControlls.Camera.performed += ctx => m_cameraInput = new Vector2(ctx.ReadValue <Vector2>().y, ctx.ReadValue <Vector2>().x); controlls.PlayerTwoControlls.Camera.canceled += ctx => m_cameraInput = Vector2.zero; break; default: break; } controlls.Enable(); }
void FixedUpdate() { tickTimer = (tickTimer - 1); if (tickTimer < 0) { tickTimer = tickRate; } if (rb == null) { rb = GetComponent <Rigidbody2D>(); } if (player == null) { player = GameObject.FindWithTag("Player").GetComponent <PlayerControlls>(); } float angle = Vector2.Angle(Vector2.right, player.mousePos); if (player.mousePos.y < 0) { angle = angle * -1; } angle += 180; rb.MoveRotation(Mathf.LerpAngle(rb.rotation, angle, Time.fixedDeltaTime * swingSpeed)); //if (!isAttacking && t > 0) t -= (Time.fixedDeltaTime / attackSpeed) * 8; //if (t < 0) t = 0; offsetDistance = 1;//Mathf.Lerp(baseOffset, range, t); Vector3 offsetVec = new Vector3(player.mousePos.x, player.mousePos.y, 0).normalized *offsetDistance; rb.MovePosition((player.gameObject.transform.position + offsetVec) * Time.fixedDeltaTime * followSpeed * 10); }
private void Awake() { Controls = new PlayerControlls(); Controls.Main.Crouch.Enable(); Controls.Main.Prone.Enable(); Controls.Main.Crouch.performed += CrouchOnPerformed; Controls.Main.Prone.performed += ProneOnPerformed; }
private void Start() { zoomLerpFactor = Mathf.InverseLerp(cameraMinHeight, cameraMaxHeight, cameraBaseHeight); playerControlls = new PlayerControlls(); playerControlls.Enable(); playerControlls.KeyboardMouse.Move.performed += context => movementVector = context.ReadValue <Vector2>(); }
public override void Pickup(PlayerControlls pc) { if (gold != null) { pc.gold += gold; } base.Pickup(pc); }
private void Start() { m_segments = new Segment[0]; m_controlls = new PlayerControlls(); m_controlls.PlayerOneControlls.InitiateRope.performed += ctx => InstantiateRope(m_instanciator, Target); m_controlls.PlayerTwoControlls.InitiateRope.performed += ctx => InstantiateRope(m_instanciator, Target); m_controlls.Enable(); }
// Start is called before the first frame update void Start() { playerControlls = new PlayerControlls(); playerControlls.Enable(); playerControlls.KeyboardMouse.Move.performed += context => movementVector = context.ReadValue <Vector2>(); rigidbody = this.GetComponent <Rigidbody>(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { PlayerControlls p = other.gameObject.GetComponent <PlayerControlls>(); p.GainXP(); Destroy(gameObject); } }
void OnTriggerEnter(Collider other) { PlayerControlls player = other.gameObject.GetComponent <PlayerControlls>(); if (player != null) { this.OnUse(); Destroy(gameObject); } }
public override void Pickup(PlayerControlls pc) { pc.hp += hp; pc.maxHP += hp; pc.moveSpeed += ms; pc.weapon.dpt += dmg; pc.weapon.attackSpeed += aSpeed; pc.weapon.range += range; pc.Pickup(name); }
public static void SavePlayer(PlayerControlls player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.save"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(player); formatter.Serialize(stream, data); stream.Close(); }
void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); playerControls = player != null?player.GetComponentInChildren <PlayerControlls>() : null; if (playerControls) { UpdateText(playerControls.supportMouse); } }
int lastSelected = 0; //Last selected inventory slots // Use this for initialization void Start() { if (player == null) { player = gameObject.GetComponent <PlayerControlls>(); } inventoryObject.SetActive(false); // TODO: Might need a better arrange. // Especially we might want to make inventory created dynamically. BindToUI(inventoryObject); }
IEnumerator waitForSceneLoad(int sceneNumber) { while (SceneManager.GetActiveScene().buildIndex != sceneNumber) { yield return(null); } // Do anything after proper scene has been loaded if (SceneManager.GetActiveScene().buildIndex == sceneNumber) { if (SceneManager.GetActiveScene().buildIndex == 1) { //Debug.Log(SceneManager.GetActiveScene().buildIndex); //initialize player pc = GameObject.FindWithTag("Player").GetComponent <PlayerControlls>(); if (saveOnLoad) { mh.CreateNewMap(); pc.seed = new int[] { mh.tl, mh.tc, mh.tr, mh.ml, mh.mc, mh.mr, mh.bl, mh.bc, mh.br }; SaveSystem.SavePlayer(pc); cachedGold = pc.gold; } else { PlayerData data = SaveSystem.LoadPlayer(); if (startingLevel) { data.position = new float[3] { -10, -10, 0 } } ; pc.LoadFromSave(data); mh.SetSeed(pc.seed[0], pc.seed[1], pc.seed[2], pc.seed[3], pc.seed[4], pc.seed[5], pc.seed[6], pc.seed[7], pc.seed[8]); mh.CreateMap(); mh.SetAStarGrids(); foreach (GameObject item in queuedItems) { item.GetComponent <Item>().Pickup(pc); pc.gold = cachedGold; } queuedItems = new List <GameObject>(); } } if (SceneManager.GetActiveScene().buildIndex == 2) { sash.Stock(); } } } }
void Start() { Controlls = GetComponent <PlayerControlls> (); Tags.Add("Honor"); Tags.Add("UpLife"); Tags.Add("UpBullet"); Tags.Add("UpTime"); Tags.Add("UpGuns"); Tags.Add("UpShield"); EnemyTags.Add("Robot"); Life = 10; Bullets = 80; }
public PlayerData(PlayerControlls player) { //IF YOU UPDATE THIS, UPDATE THE LOAD FROM SAVE FUNCTION IN PLAYER dropsLeft = GameObject.FindWithTag("GameController").GetComponent <GameManager>().dh.dropsLeft; cardsLeft = GameObject.FindWithTag("GameController").GetComponent <GameManager>().dh.cardsLeft; minCardsLeft = GameObject.FindWithTag("GameController").GetComponent <GameManager>().dh.minCardsLeft; cardsDropped = GameObject.FindWithTag("GameController").GetComponent <GameManager>().dh.cardsDropped; maxHealth = player.maxHP; health = player.hp; gold = player.gold; seed = player.seed; position = new float[3]; position[0] = player.transform.position.x; position[1] = player.transform.position.y; position[2] = player.transform.position.z; }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { PlayerStatus player = other.gameObject.GetComponent <PlayerStatus>(); PlayerControlls playerControlls = other.gameObject.GetComponent <PlayerControlls>(); if (player.haveKey == true) { tilePosition = this.gameObject.transform.parent.position; gameStatsCounter.levelsPassedCount += 1; creator.playerTriggerDrop = true; floorDrop = true; creator.DropUpperFloor(); Destroy(this.gameObject.GetComponent <Collider2D>()); } } }
private void Awake() { floorBackground2 = GameObject.Find("backgroundTextureOne"); floorBackground1 = GameObject.Find("backgroundTextureTwo"); Color tmp = floorBackground1.GetComponent <MeshRenderer> ().material.color; tmp.a = 0; floorBackground1.GetComponent <MeshRenderer> ().material.color = tmp; Color tmp2 = floorBackground2.GetComponent <MeshRenderer>().material.color; tmp2.a = 1; floorBackground2.GetComponent <MeshRenderer>().material.color = tmp2; CreateFirstFloor(); player = GameObject.Find("Player").GetComponent <PlayerControlls>(); cameraController = GameObject.Find("Main Camera").GetComponent <CameraController>(); levelCounter = GameObject.Find("GameStatsCounter").GetComponent <GameStatsCounter>(); audioSrc = GetComponent <AudioSource>(); }
int lastSelected = 0; //Last selected inventory slots // Use this for initialization void Start() { if (player == null) { player = gameObject.GetComponent <PlayerControlls>(); } if (canvas == null) { canvas = gameObject.transform.GetComponentInChildren <Canvas>(); } canvas.enabled = false; // TODO: Might need a better arrange. // Especially we might want to make inventory created dynamically. int i = 0; foreach (Transform child in canvas.transform) { images[i] = child.gameObject.GetComponent <UnityEngine.UI.Image>(); i++; } images[deleteSlot].overrideSprite = deleteSlotSprite; }
private void Awake() { OnValidate(); rb = this.GetComponent <Rigidbody>(); controlls = new PlayerControlls(); switch (p) { case PlayerChoise.PlayerOne: controlls.PlayerOneControlls.Jump.performed += ctx => m_isJumpPressed |= true; controlls.PlayerOneControlls.Move.performed += ctx => moveData = ctx.ReadValue <Vector2>(); controlls.PlayerOneControlls.Move.canceled += ctx => moveData = Vector2.zero; break; case PlayerChoise.PlayerTwo: controlls.PlayerTwoControlls.Jump.performed += ctx => m_isJumpPressed |= true; controlls.PlayerTwoControlls.Move.performed += ctx => moveData = ctx.ReadValue <Vector2>(); controlls.PlayerTwoControlls.Move.canceled += ctx => moveData = Vector2.zero; break; default: break; } }
// Restart Level public void RestartLevel() { PlayerControlls.LevelRestart(); }
void Awake() { Instance = this; ThisBody = GetComponent <Rigidbody>(); ThisTransform = GetComponent <Transform>(); }
// Use this for initialization void Start() { thePlayer = FindObjectOfType <PlayerControlls>(); lastPlayerPosition = thePlayer.transform.position; }
public void Init(GameObject owner, Vector2 dir) { GetComponent <Rigidbody2D>().velocity = dir * Speed; this.owner = owner.GetComponent <PlayerControlls>(); }
public virtual void InstantiateWeapon(PlayerControlls pc) { }
public override void Pickup(PlayerControlls pc) { pc.Pickup(name); base.Pickup(pc); }
public void RespawnPlayer(PlayerControlls p) { StartCoroutine(Respawn(p)); }