void Start() { playerMovement = GameObject.Find("Player").GetComponent <PlayerMovementControl>(); playerInput = GameObject.Find("Player").GetComponent <PlayerInput>(); anim = GameObject.Find("Player").GetComponent <Animator>(); firePoint = GameObject.Find("Player").GetComponent <FirePoint>(); }
void Awake() { Instance = this; Instance.activeEnvironment = 0; ParallaxControl[] sceneObjects = GameObject.Find("_World").GetComponentsInChildren <ParallaxControl>(true); foreach (ParallaxControl o in sceneObjects) { switch (o.gameObject.name) { case "Background": background = o.renderer; break; case "Ground": ground = o.renderer; break; case "Left": leftside = o.renderer; break; case "Right": rightside = o.renderer; break; } } cam = GameObject.FindObjectOfType <CameraControl>(); playerdive = GameObject.FindObjectOfType <PlayerDiveInput>(); playermove = GameObject.FindObjectOfType <PlayerMovementControl>(); playermoveinput = GameObject.FindObjectOfType <PlayerMovementInput>(); sun = GameObject.Find("_Sun").light; }
//ilk degerlerin atanmasi ve referanslar private void Start() { playerInput = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInput>(); movementControl = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovementControl>(); playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStats>(); menuPanel = transform.Find("MenuPanel"); menuPanel.gameObject.SetActive(false); }
void Awake() { p_dive = GameObject.FindObjectOfType <PlayerDiveInput>().GetComponent <PlayerDiveInput>(); p_input = GameObject.FindObjectOfType <PlayerMovementInput>().GetComponent <PlayerMovementInput>(); p_movement = GameObject.FindObjectOfType <PlayerMovementControl>().GetComponent <PlayerMovementControl>(); p_damage = GameObject.FindObjectOfType <PlayerDamageControl>().GetComponent <PlayerDamageControl>(); cam = GameObject.FindObjectOfType <CameraControl>().GetComponent <CameraControl>(); }
/// <summary> /// Locks and unlocks the controls. /// </summary> /// <param name="isTurnAllowed">If set to <c>true</c> is turn allowed.</param> /// <param name="isMovementAllowed">If set to <c>true</c> is movement allowed.</param> /// <param name="isSprintAllowed">If set to <c>true</c> is sprint allowed.</param> protected void setControls(bool isTurnAllowed, bool isMovementAllowed, bool isSprintAllowed) { if (_combatHandler.GetComponent <PlayerMovementControl> () != null) { PlayerMovementControl pmc = _combatHandler.GetComponent <PlayerMovementControl> (); pmc.SetIsTurnAllowed(isTurnAllowed); pmc.SetIsMovementAllowed(isMovementAllowed); pmc.SetIsSprintAllowed(isSprintAllowed); } }
private void Update() { if (movementControl == null) { movementControl = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovementControl>(); } playerCurrentHealth = playerStats.Health; playerCurrentPosition = movementControl.transform.position; HandleUI(); MainMenu(); }
public void Initialize(Transform target) { enabled = true; player = target; playerControl = player.GetComponent <PlayerMovementControl> (); transform.position = new Vector3(player.position.x, player.position.y + 2, player.position.z - 3); transform.LookAt(player); cam = transform; relCameraPos = transform.position - player.position; relCameraPosMag = relCameraPos.magnitude - 0.5f; smoothPivotOffset = pivotOffset; smoothCamOffset = camOffset; defaultFOV = cam.GetComponent <Camera> ().fieldOfView; }
/// <summary> /// Locks player controls that was set in the editor /// </summary> protected virtual void lockControls() { if (_combatHandler.GetComponent <PlayerMovementControl> () != null) { PlayerMovementControl pmc = _combatHandler.GetComponent <PlayerMovementControl> (); if (!_isTurnAllowed) { pmc.SetIsTurnAllowed(false); } if (!_isMovmentAllowed) { pmc.SetIsMovementAllowed(false); } if (!_isSprintAllowed) { pmc.SetIsSprintAllowed(false); } } }
private void NullCheck() { if (playerMovement == null) { playerMovement = GameObject.Find("Player").GetComponent <PlayerMovementControl>(); } if (playerInput == null) { playerInput = GameObject.Find("Player").GetComponent <PlayerInput>(); } if (anim == null) { anim = GameObject.Find("Player").GetComponent <Animator>(); } if (firePoint == null) { firePoint = GameObject.Find("Player").GetComponent <FirePoint>(); } }
/// <summary> /// Unlock player controls that was locked /// </summary> /// <param name="seconds">Seconds.</param> protected virtual void unlockControls() { if (_combatHandler.GetComponent <PlayerMovementControl> () != null) { PlayerMovementControl pmc = _combatHandler.GetComponent <PlayerMovementControl> (); // if (!_isTurnAllowed) pmc.SetIsTurnAllowed(true); // if (!_isMovmentAllowed) pmc.SetIsMovementAllowed(true); // if (!_isSprintAllowed) pmc.SetIsSprintAllowed(true); } // if (_weapon.GetOwner ().GetComponent<PlayerMovementControl> () != null) { // PlayerMovementControl pmc = _weapon.GetOwner ().GetComponent<PlayerMovementControl> (); // if (!_isTurnAllowed) // pmc.SetIsTurnAllowed (true); // if (!_isMovmentAllowed) // pmc.SetIsMovementAllowed (true); // if (!_isSprintAllowed) // pmc.SetIsSprintAllowed (true); // } }
// increases player movement speed void GiveSpeedBuff() { PlayerMovementControl movement = _player.GetComponent <PlayerMovementControl>(); movement.IncSpeed(_speedBoostAmount); }
// reverses player control void GiveReverseControl() { PlayerMovementControl movement = _player.GetComponent <PlayerMovementControl>(); movement.InvertMovement(); }
private void Start() { playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovementControl>(); }
/// <summary> /// Activate / Use this instance. /// </summary> public override void Activate() { if (_status == ABILITY_STATUS.AVAILABLE) { // //Ability base code // //stop player from turning during attack if (_weapon.GetOwner().GetComponent <PlayerMovementControl> () != null) { PlayerMovementControl pmc = _weapon.GetOwner().GetComponent <PlayerMovementControl> (); if (!_isTurnAllowed) { pmc.SetIsTurnAllowed(false); } if (!_isMovmentAllowed) { pmc.SetIsMovementAllowed(false); } if (!_isSprintAllowed) { pmc.SetIsSprintAllowed(false); } } // //AbilityAnimationAttack base code with changes // _weapon.SetDamage(_damage); _animator.SetBool(_animHash, true); StartCoroutine(CoroutineHelper.IEChangeAnimBool(_animator, _animHash, false, _animTime1)); // Vector3 targetPos; // if (_aimAssist && _targetFound) { // targetPos = _animator.transform.position + ((_targetPos - _animator.transform.position).normalized * _movementForward); // } else { // targetPos = _animator.transform.position + (_animator.transform.forward * _movementForward); // } // StartCoroutine (MathHelper.IELerpPositionOverTime (_animator.transform, _animator.transform.position, targetPos, 0.5f)); // //AbilityUltimateWarrior code // // _combatHandler.ResetUltimateGuage (); _combatHandler.SetUltimatePoint(0); // StartCoroutine (IEPositionWeapon (_animTime1)); _combatHandler.PositionUltimateWeapon(_animTime1); // StartCoroutine (IEActivateDamagingPoint (_weapon, _animTime1, 0.25f)); ActivateDamagingPoint(_weapon, _animTime1, 0.25f); StartCoroutine(IECheckInUse(_animTime1)); StartCoroutine(IEUnlockControls(_coolDown)); StartCoroutine(IERotate(_animTime1, _rotationSpeed)); StartCoroutine(IESetRigidbodyRotYConstraint(_animTime1)); foreach (var dp in _weapon.GetDamagingPoints()) { StartCoroutine(DamagingPoint.IESetOneTimeDamage(dp, _animTime1, false)); } //particle // ParticleController.PC.InstantiateParticle(ParticleController.PARTICLE_TYPE.WARRIOR_ULT_TORNADO, _combatHandler.transform.position, 0f, _animTime1, _combatHandler.transform); } else { } }
void Start() { pmc = player.GetComponent <PlayerMovementControl>(); /* Sets pmc(which is of type of script) * to the PlayerMovementControl (which is a script on "player") */ }
void Awake() { movement = GetComponent <PlayerMovementControl>(); }