public bool ApplyPowerUp(GameObject obj) { // Ensure obj has a player movement behaviour and get a reference to it PlayerMovementBehaviour movement = obj.GetComponentInParent <PlayerMovementBehaviour>(); if (movement == null) { return(false); } switch (_changeType) { // If the type is additive, add the speed change case ChangeType.ADDITIVE: movement.MoveSpeed += _speedChange; return(true); // If the type is percentile, multiply the speed change case ChangeType.MULTIPLICATIVE: movement.MoveSpeed *= _speedChange; return(true); // If somehow neither is true, return false default: return(false); } }
void Start() { _playerMovement = GetComponent <PlayerMovementBehaviour>(); _playerShootBehaviour = GetComponent <PlayerShootBehaviour>(); _projectileSpawnerBehaviour = GetComponent <ProjectileSpawnerBehaviour>(); _playerControls.Ship.Fire.performed += context => _projectileSpawnerBehaviour.Fire(); }
public StatusEffectFaster(int duration, float increaseValue) { Duration = duration; _increaseValue = increaseValue; _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>(); _playerMovementBehaviour.MaxVelocity += _increaseValue; }
private void Start() { GameObject playerObject = GameObject.Find("Player"); _playerMovementBehaviour = playerObject.GetComponent <PlayerMovementBehaviour>(); _healthBehaviour = playerObject.GetComponent <HealthBehaviour>(); _damageRateInverse = 1.0f / DamageRate; }
override protected void init() { DialogHitbox = transform.Find("hb_dialog").gameObject; Weapon = transform.Find("Weapon").gameObject; movement = GetComponent <PlayerMovementBehaviour>(); roll = GetComponent <PlayerRollBehaviour>(); Eq = new EquiptmentInventory(); Eq.OnEquipChangedCallback += updateStats; }
public StatusEffectSlower(int duration, float accelerationFactor, float frictionFactor, AudioClip clip) { Duration = duration; _accelerationFactor = accelerationFactor; _frictionFactor = frictionFactor; _clip = clip; AudioManager.Play(_clip, AudioCategory.Effect); _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>(); _playerMovementBehaviour.Acceleration *= _accelerationFactor; _playerMovementBehaviour.Friction *= _frictionFactor; }
void Awake() { hoverMove = GetComponent<PlayerMovementBehaviour>(); flight = GetComponent<PlayerFlightBehaviour>(); cam = GetComponent<PlayerCameraBehaviour>(); leavesEffect = GetComponentInChildren<PlayerLeavesBehaviour>(); speedEffect = GetComponentInChildren<SpeedEffectBehaviour>(); phys = GetComponentInChildren<PlayerPhysicsBehaviour>(); animator = GetComponentInChildren<Animator>(); audio = GetComponent<AudioSource>(); soundManager = FindObjectOfType<SoundManager>(); }
// Use this for initialization void Start() { player = GameObject.FindObjectOfType <PlayerMovementBehaviour>(); }
// Start is called before the first frame update void Start() { _movement = GetComponent <PlayerMovementBehaviour>(); }
void Start() { spawn_timer = spawn_time; player = GameObject.FindObjectOfType <PlayerMovementBehaviour>(); }
// Use this for initialization void Start() { myMover = gameObject.GetComponent <PlayerMovementBehaviour>(); myParticleHandler = gameObject.GetComponent <ParticleTriggerBehaviour>(); }
// Start is called before the first frame update void Start() { _gun = GetComponent <ProjectileSpawnerBehaviour>(); _playerMovement = GetComponent <PlayerMovementBehaviour>(); _initialMoveSpeed = _playerMovement.MoveSpeed; }
private void Start() { _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>(); }
void Awake() { playerMovementBehaviour = this; }
public override void Start() { base.Start(); _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>(); }