void Start() { go = gameObject; if (go != null) { if (go.GetComponent <PlayerController>()) //<<------ if this object is the player { pHealthSystem = go.GetComponent <PlayerHealthSystem>(); } else if (go.GetComponent <EnemyHandleInteract>()) //<<------------ if this object is an enemy { eHandleInteract = go.GetComponent <EnemyHandleInteract>(); } else if (go.GetComponent <BreakableObject>()) //<<------- if this object is a breakable object { bO = go.GetComponent <BreakableObject>(); } else if (go.GetComponent <RollingObject>()) //<<--------- if this object is a rolling object { rO = go.GetComponent <RollingObject>(); } } else { Debug.LogError("No game object assigned to slot!"); } }
public void OnSceneLoaded(Scene scene, LoadSceneMode mode) { if (GameObject.FindGameObjectsWithTag("Player") != null) { plhp = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealthSystem>(); } }
private void OnTriggerEnter2D(Collider2D col) { GameObject objectHit = col.gameObject; if (objectHit != null) { RecieveDamage objectRecieveDamage = objectHit.GetComponent <RecieveDamage>(); if (objectRecieveDamage != null) { print("City killed " + objectHit.name); PlayerHealthSystem pHeathSyst = objectHit.gameObject.GetComponent <PlayerHealthSystem>(); if (pHeathSyst != null && !pHeathSyst.isDead) { pHeathSyst.KillPlayer(); } else { objectRecieveDamage.GetHit(Vector2.left, 100f, 0, 0, 0); } PlayVariedOneShot(crushSound, crushVolume, false); } else { print("City ran over " + objectHit.name); SmashingWallEffect(objectHit.transform.position); PlayVariedOneShot(smashSound, smashVolume, true); } } }
void Start() { hurtSound = gameObject.GetComponent <AudioSource>(); characterController = gameObject.GetComponent <CharacterController>(); playerHealthSystem = gameObject.AddComponent <PlayerHealthSystem>(); playerHealthSystem.Initialize(100, 100); }
protected override void applyEffect() { PlayerHealthSystem health = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealthSystem>(); health.SetHealth(health.GetHealth() + 1f); sHealthGui.Access().SetHealthPlayer(health.GetHealth() + 1f, health.GetHealth()); }
private void OnValidate() { _pathProcessor = waypoints.GetComponent <PathProcessor>(); _towerManager = towers.GetComponent <TowerManager>(); _camera = camera.GetComponent <Camera>(); _healthSystem = GetComponent <PlayerHealthSystem>(); Instance = this; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player") { m_playerHealth = collision.GetComponent <PlayerHealthSystem>(); m_playerHealth.CurrentCheckpoint = this; } }
private void Awake() { stats = GetComponent <CharacterStats>(); playerHealthSystem = GetComponent <PlayerHealthSystem>(); playerController = GetComponent <PlayerController>(); abilityController = GetComponent <AbilityController>(); playerRigidbody2D = GetComponent <Rigidbody2D>(); }
/// <summary> /// Used to Initialize any necessary component variables (e.g. Rigidbody2D, BoxCollider2D, etc.) /// </summary> private void InitializePlayerComponents() { // Initialize Player Systems (e.g. health, attack, etc.) m_playerHealthSystem = GetComponent <PlayerHealthSystem>(); m_playerRigidbody = GetComponent <Rigidbody2D>(); m_groundCheck = GetComponentInChildren <GroundCheck>(); m_PlayerAnim = GetComponent <Animator>(); }
private void Awake() { // Gather required component references and values m_groundCheck = GetComponentInChildren <GroundCheck>(); m_primaryPlayerCollider = GetComponent <BoxCollider2D>(); m_playerRigidbody = GetComponent <Rigidbody2D>(); m_playerMovementHandler = GetComponent <PlayerMovementHandler>(); m_playerHealthSystem = GetComponent <PlayerHealthSystem>(); }
private void Awake() { if (player == null) { player = GameObject.FindObjectOfType <PlayerHealthSystem>(); } SceneManager.sceneUnloaded += DereferencePlayerHealth; UpdateHealthText(player.GetCurrentHP()); player.OnPlayerHealthUpdate += UpdateHealthText; }
private void MakeThisObjectSingleton() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
protected override void Start() { base.Start(); pFeedback = GetComponent <PlayerFeedback>(); pAudio = GetComponent <PlayerAudioController>(); pHealth = GetComponent <PlayerHealthSystem>(); groundLayerMask = ((1 << groundLayer)) | ((1 << breakableFloorsLayer)) | ((1 << slidingSurfaceLayer)) | ((1 << breakableObjectsLayer)) | ((1 << rollingObjectsLayer)); wallLayerMask = ((1 << groundLayer)) | ((1 << breakableFloorsLayer)) | ((1 << breakableObjectsLayer)); }
void TriggerAttack() { Collider2D PlayerToAttack = Physics2D.OverlapCircle(myrb.position, 5f, PlayerLayer); if (PlayerToAttack != null) { PlayerHealthSystem playerHealthSystem = PlayerToAttack.GetComponent <PlayerHealthSystem>(); Debug.Log("Attack"); PlayerHealthSystem PlayerHealth = PlayerToAttack.GetComponent <PlayerHealthSystem>(); PlayerHealth.TakeDamage(HitPoints); } }
void Awake() { objectiveHealth = GetComponent <ObjectiveHealthSystem>(); playerHealth = GetComponent <PlayerHealthSystem>(); stateSystem = GetComponent <StateSystem>(); waveSystem = GetComponent <WaveSystem>(); playerAction = player1.GetComponent <PlayerActionSystem>(); enemies = new List <GameObject>(); deadBodies = new List <GameObject>(); }
/// <summary> /// Used to Initialize any necessary component variables (e.g. Rigidbody2D, BoxCollider2D, etc.) /// </summary> private void InitializePlayerComponents() { // Initialize Player Systems (e.g. health, jump, attack, etc.) m_playerHealthSystem = GetComponent <PlayerHealthSystem>(); // Jump component is needed in order to properly clamp the player's max velocity on the x & y axis m_playerJumpHandler = GetComponent <PlayerJumpHandler>(); m_shoveHandler = GetComponent <PlayerShoveHandler>(); m_playerRigidbody = GetComponent <Rigidbody2D>(); m_playerSpriteRenderer = GetComponent <SpriteRenderer>(); m_groundCheck = GetComponentInChildren <GroundCheck>(); m_playerAnim = GetComponent <Animator>(); }
protected virtual void OnTriggerEnter2D(Collider2D collision) { pHealthSyst = collision.gameObject.GetComponent <PlayerHealthSystem>(); if (pHealthSyst != null && pHealthSyst.spawnZone != this) { pHealthSyst.spawnZone = this; Toolbox.GetInstance().GetAudioManager().PlayConsistentOneShot(respawnSound, respawnVolume); disposablePartSyst = Instantiate(Resources.Load("RespawnParticleSystem", typeof(GameObject))) as GameObject; disposablePartSyst.transform.position = gameObject.transform.position; Destroy(disposablePartSyst, 2f); } }
private void OnTriggerEnter(Collider col) { switch (col.gameObject.tag) { case "Player": PlayerHealthSystem playerHealth = col.gameObject.GetComponent <PlayerHealthSystem>(); if (!playerHealth.IsHealthFull()) { playerHealth.ChangeHealth(1); soundController.PlayHPPickUpSound(); Destroy(this.gameObject); } break; } }
void Start() { playerHealthSystem = gameObject.GetComponentInParent <PlayerHealthSystem>(); playerHealthSystem.invulnerable = true; shieldAudioSource = GetComponent <AudioSource>(); shieldSounds = new AudioClip[] { (AudioClip)Resources.Load("Sounds/SuperShieldActiveV3"), (AudioClip)Resources.Load("Sounds/SuperShieldDeactivate"), (AudioClip)Resources.Load("Sounds/SuperShieldImpact") }; dealDamage = false; StartCoroutine(ShieldActive()); }
//Just checks if a collider overlaps with a trigger. The thing that is in you. Overlap. private void OnTriggerEnter(Collider other) { if (other.CompareTag("Boundary") || other.CompareTag("LightEnemy") || other.CompareTag("MediumEnemy") || other.CompareTag("HeavyEnemy") || other.CompareTag("OverEnemy") || other.CompareTag("EnemyBullet")) { return; } health = other.GetComponent <PlayerHealthSystem>(); if (health == null) { return; } health.Damage(damageAmmount); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Boundary") || other.CompareTag("LightEnemy") || other.CompareTag("MediumEnemy") || other.CompareTag("HeavyEnemy") || other.CompareTag("OverEnemy") || other.CompareTag("EnemyBullet")) { return; } health = other.GetComponent <PlayerHealthSystem>(); if (health == null) { return; } dealDamage = true; StartCoroutine(BeamDamage()); }
private void Start() { playerHP = GameObject.Find("Player").GetComponent <PlayerHealthSystem>(); exitDoor = GameObject.Find("Exit Door Collider").GetComponent <ExitDoorCollider>(); gameOverUI = GameObject.Find("Game End Screen").GetComponent <IUIGenericElement>(); scoreSystemUI = GameObject.Find("Score Manager").GetComponent <IUIGenericElement>(); waveIndicatorUI = GameObject.Find("Wave Indicator UI").GetComponent <IUIGenericElement>(); gameWinUI = GameObject.Find("Game Win Screen").GetComponent <IUIGenericElement>(); playerWeaponUI = GameObject.Find("Weapon Player UI").GetComponent <IUIGenericElement>(); playerJoystickUI = GameObject.Find("Virtual Joystick Handler").GetComponent <IUIGenericElement>(); currentSceneName = SceneManager.GetActiveScene().name; Application.targetFrameRate = 60; }
private void OnTriggerEnter(Collider other) { //Does nothing to boundary or player tags. if (other.CompareTag("Boundary") || other.CompareTag("Enemy") || other.CompareTag("EnemyBullet")) { return; } //Grabs a refference to the other object's health system health = other.GetComponent <PlayerHealthSystem>(); if (health == null) { return; } //Tells that health system to deal X damage. health.Damage(damageAmmount); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Boundary") || other.CompareTag("LightEnemy") || other.CompareTag("MediumEnemy") || other.CompareTag("HeavyEnemy") || other.CompareTag("OverEnemy") || other.CompareTag("EnemyBullet")) { return; } health = other.GetComponent <PlayerHealthSystem>(); if (health == null) { return; } health.Damage(damageAmmount); Instantiate(explosion, gameObject.transform.position, gameObject.transform.rotation); Destroy(gameObject); }
//Just checks if a collider overlaps with a trigger. The thing that is in you. Overlap. private void OnTriggerEnter(Collider other) { bool whoDunIt; if (other.CompareTag("Boundary") || other.CompareTag("Enemy")) { return; } whatPlayer = other.GetComponent <PlayerController>(); health = other.GetComponent <PlayerHealthSystem>(); if (health == null) { return; } whoDunIt = whatPlayer.whichPlayer; addScore.AddPoints(whoDunIt); health.ExtraLife(); Instantiate(pickUpSoundPlayer, gameObject.transform.position, gameObject.transform.rotation); Destroy(gameObject); }
// Start is called before the first frame update new protected void Start() { base.Start(); playerHealthSystem = GameController.Player.GetComponentInChildren <PlayerHealthSystem>(); }
void Start() { plhp = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealthSystem>(); }
private void Awake() { instance = this; _healthSystem = new PlayerHealthSystem(_health, _healthText); }
protected override bool canBeCollected() { PlayerHealthSystem health = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealthSystem>(); return(health.GetHealth() < health.GetMaxHealth()); }
// Use this for initialization void Start() { phs = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealthSystem>(); image = this.GetComponent <Image>(); imageFill = phs.Health; }