public void ButtonClick(string buttonType) { Player player = GameObject.Find("Player").GetComponent <Player> (); PlayerShoot playershoo = GameObject.Find("Player").GetComponent <PlayerShoot> (); bool isDead = player.isDead; bool isJumping = player.isJumping; if (buttonType == "Shoot") { // shoot if (isDead == false) { playershoo.ApplyFire(); } } else if (buttonType == "Jump") { // jump if ( isDead == false && isJumping == false ) { player.ApplyJump(); } } HideTip(); }
void OnTriggerEnter2D(Collider2D other) { if (other.name.Substring(0, 6) == "Player") { Script = other.GetComponent<PlayerShoot>(); if (this.gameObject.name == "Munition3(Clone)") { AudioSource.PlayClipAtPoint(pickUpSound, transform.position, 10f); Instantiate(pickUPFeedBack[0], transform.position, Quaternion.identity); Script.munition += 3; } if (this.gameObject.name == "Munition5(Clone)") { AudioSource.PlayClipAtPoint(pickUpSound, transform.position, 10f); Instantiate(pickUPFeedBack[1], transform.position, Quaternion.identity); Script.munition += 5; } if (this.gameObject.name == "Munition10(Clone)") { AudioSource.PlayClipAtPoint(pickUpSound, transform.position, 10f); Instantiate(pickUPFeedBack[2], transform.position, Quaternion.identity); Script.munition += 10; } Destroy(this.gameObject); } }
// Use this for initialization void Start() { sound = FindObjectOfType <EffectsManager>(); thePlayer = FindObjectOfType <PlayerShoot>(); kill = FindObjectOfType <Killer>(); Items = FindObjectOfType <Item>(); }
//I've moved the following functionality to a button in the Inspector (OptionsButton) public void EnterOptions(bool inOrFalse, PlayerShoot whosGoingIn) { joinMenu.SetActive(!inOrFalse); inGameOptions = inOrFalse; if (inOrFalse) { gOptionsMenu.SetActive(true); gOptionsMenu.GetComponent <Animator>().ResetTrigger("PaneOut"); gOptionsMenu.GetComponent <Animator>().SetTrigger("PaneIn"); whosGoingIn.m_events.SetSelectedGameObject(optionsFirstSelect.gameObject); } else { gOptionsMenu.GetComponent <Animator>().ResetTrigger("PaneIn"); gOptionsMenu.GetComponent <Animator>().SetTrigger("PaneOut"); whosGoingIn.m_events.SetSelectedGameObject(whosGoingIn.m_events.playerPanelFirst); //turn on the other players' navigation capabilities again. foreach (GameObject g in tempOffMods) { g.SetActive(true); } } }
void Start() { // initialisation _PlayerMove = _player.GetComponent <PlayerMove>(); _PlayerShoot = _player.GetComponent <PlayerShoot>(); _thirdPersonGunHolderPosition = _gunHolder.transform.localPosition; // hide mouse cursor and lock it to the middle of the screen Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; _player = GameObject.FindGameObjectWithTag("Player").transform; if (_graphicsHolder == null) { _graphicsHolder = _player.GetComponent <Rigidbody> (); } if (_cameraHolder == null) { _cameraHolder = this.transform; } InitialiseCamera(); }
public override void OnAbilityRemove() { base.OnAbilityRemove(); PlayerShoot pShoot = gameObject.GetComponent <PlayerShoot>(); pShoot.shoot -= OnShoot; }
void InstantiatePlayer() { playCustomProperties = PhotonNetwork.LocalPlayer.CustomProperties; if (playCustomProperties["Team"].ToString().Equals("redTeam")) { localPlayer = PhotonNetwork.Instantiate("EthanPlayer", teamOneSpawnTransform[(int)playCustomProperties["TeamNum"]], Quaternion.identity, 0); } else if (playCustomProperties["Team"].ToString().Equals("blueTeam")) { localPlayer = PhotonNetwork.Instantiate("RobotPlayer", teamTwoSpawnTransform[(int)playCustomProperties["TeamNum"]], Quaternion.identity, 0); } localPlayer.GetComponent <PlayerMove>().enabled = true; PlayerShoot playerShoot = localPlayer.GetComponent <PlayerShoot>(); PlayerHealth playerHealth = localPlayer.GetComponent <PlayerHealth>(); // TODO 显示玩家生命值 Transform tempTransform = localPlayer.transform; mainCamera.transform.parent = tempTransform; mainCamera.transform.localPosition = playerShoot.shootingPosition; mainCamera.transform.rotation = Quaternion.identity; for (int i = 0; i < tempTransform.childCount; i++) { if (tempTransform.GetChild(i).name.Equals("Gun")) { tempTransform.GetChild(i).parent = mainCamera.transform; break; } } }
/// <summary> /// Update inventory slots to match the player's actual available /// weapons. Also called by the ShopScript when the player purchases /// a weapon. /// </summary> public void updateWeaponSlots() { if (playerShoot == null) { // try to find it again playerShoot = GameObject.FindGameObjectWithTag("Player")?.GetComponentInChildren <PlayerShoot>(true); } if (playerShoot == null || playerShoot.guns == null) { return; } // filled slots for (int i = 0; i < playerShoot.guns.Count; ++i) { updateWeaponSlot(i); } // empty slots for (int i = playerShoot.guns.Count; i < inventorySlots.Count; ++i) { PlayerInventorySlot p = inventorySlots[i]; p.sprite.color = new Color(0, 0, 0, 0); p.infoBlock.SetActive(false); } updateSelectedGrid(); }
void Awake() { animator = this.GetComponent <Animator> (); playerMove = this.GetComponent <PlayerMove> (); playerShoot = this.GetComponentInChildren <PlayerShoot> (); bodyRenderer = transform.Find("Player").GetComponent <Renderer>() as SkinnedMeshRenderer; }
void Start() { pMotor = GetComponent <PlayerMotor>(); pShoot = GetComponent <PlayerShoot>(); pHealth = GetComponent <PlayerHealth>(); pSetup = GetComponent <PlayerSetup>(); }
void Awake() { _anim = this.GetComponent <Animator>(); _playerMove = this.GetComponent <PlayerMove>(); _skinnedMeshRenderer = this.transform.Find("Player").GetComponent <SkinnedMeshRenderer>(); _playerShoot = this.GetComponentInChildren <PlayerShoot>(); }
private void Start() { animator_Input = GetComponent <PlayerAnimation>(); move_Input = GetComponent <PlayerMove>(); shoot_Input = GetComponent <PlayerShoot>(); weapon_Input = GetComponent <ReWeapon>(); }
private void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "Player") { StateManager.selectedDungeon = (DungeonTypeEnum)(-1); GameObject player = collider.gameObject; SpawnPoint spawner = GameObject.FindGameObjectWithTag("Spawn Point").GetComponent <SpawnPoint>(); // Disable shoot script, since player is entering town PlayerShoot shootScript = player.GetComponentInChildren <PlayerShoot>(); shootScript.enabled = false; player.GetComponentInChildren <Light>().intensity = 0; // Set player at the dungeon door spawner.transform.position = new Vector3(28, 1, -9); spawner.transform.LookAt(new Vector3(6, 1, -9)); spawner.autoSpawn = false; spawner.spawnPlayer(); // Manually kill the music box, since it isn't destroyed naturally GameObject musicPlayer = GameObject.Find("DungeonMusic"); Destroy(musicPlayer); GameObject.Find("HUD").GetComponentInChildren <HUD>().escapeHatch = null; // Apply interest StateManager.startNewDay(); loadScript.startLoadingScreen("Hub"); } }
void Start() { //Start the player off at their teams spawn point. if (photonView.isMine) { if (photonView.owner.GetTeam() == PunTeams.Team.blue) { team = "blue"; } else if (photonView.owner.GetTeam() == PunTeams.Team.red) { team = "red"; } playerMesh = GameObject.Find("WaterPistol_Idle"); } //Get references to objects in the scene. gameManager = GameObject.Find("GameManager").GetComponent <GameManager> (); if (photonView.isMine) { respawnTxt = GameObject.Find("RespawnText").GetComponent <Text>(); respawnTxt.text = ""; } cameraLook = GetComponent <CameraLook>(); shoot = GetComponent <PlayerShoot> (); storedRespawnTime = respawnTime; movement = GetComponent <PlayerMovement> (); health = GetComponent <PlayerHealth> (); body = GetComponentInChildren <SkinnedMeshRenderer> (); collider = GetComponent <CharacterController>(); nameTag = GetComponentInChildren <Canvas>(); }
private void OnGUI() { if (_ps == null) { if (GameObject.FindGameObjectWithTag("Player")) { _ps = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerShoot>(); } return; } if (overHeatText == null) { overHeatText = transform.GetChild(0).gameObject; return; } if (_ps.coolingDown) { overHeatText.SetActive(true); } else { overHeatText.SetActive(false); } }
private void Start() { storyCamera = GameObject.FindGameObjectWithTag("MainCamera"); mouseLook = storyCamera.GetComponent <MouseLook>(); playerShoot = player.GetComponentInChildren <PlayerShoot>(); player.GetComponentInChildren <PlayerMovement>().enabled = false; StateManager.inStoryTutorial = true; playerShoot.enabled = false; introStory1 = storiesTop[storyPosition]; introStory2 = storiesBottom[storyPosition]; Time.timeScale = 0; mouseLook.enabled = false; foreach (GameObject weapon in tutorialWeapons) { GameObject realWeapon = Instantiate(weapon); playerInventory.addWeapon(realWeapon); } foreach (GameObject target in targets) { TargetBehavior behaviorScript = target.GetComponent <TargetBehavior>(); behaviorScript.story = this; } }
private void Awake() { playerShoot = GetComponent <PlayerShoot>(); playerShoot.OnAttackEvent += OnAttack; characterController = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); }
//初始化玩家实例 public void InstantiatePlayer() { var playerCustomProperties = PhotonNetwork.player.customProperties; //获取玩家自定义属性 //如果玩家属于进攻阵营,生成AttackerPlayer对象 if (playerCustomProperties["Team"].ToString().Equals("AttackerTeam")) { localPlayer = PhotonNetwork.Instantiate("AttackerPlayer", attackerTeamSpawnTransform[(int)playerCustomProperties["TeamNum"]].position, Quaternion.identity, 0); } //如果玩家属于防守阵营,生成DefenderPlayer对象 else if (PhotonNetwork.player.customProperties["Team"].ToString().Equals("DefenderTeam")) { localPlayer = PhotonNetwork.Instantiate("DefenderPlayer", defenderTeamSpawnTransform[(int)playerCustomProperties["TeamNum"]].position, Quaternion.identity, 0); } localPlayer.GetComponent <PlayerMove>().enabled = true; //启用PlayerMove脚本,使玩家对象可以被本地客户端操控 PlayerShoot playerShoot = localPlayer.GetComponent <PlayerShoot>(); //获取玩家对象的PlayerShoot脚本 playerHealth = localPlayer.GetComponent <PlayerHealth>(); //获取玩家对象的PlayerHealth脚本 Transform tempTransform = localPlayer.transform; mainCamera.transform.parent = tempTransform; //将场景中的摄像机设为玩家对象的子对象 mainCamera.transform.localPosition = playerShoot.shootingPosition; //设置摄像机的位置,为PlayerShoot脚本中的射击起始位置 mainCamera.transform.localRotation = Quaternion.identity; //设置摄像机的朝向 UIController.initPlayerHpLabel(playerHealth.maxHP, 0); UIController.updatePlayerHPLabel(playerHealth.currentHP); }
void Awake() { anim = this.GetComponent <Animator>(); playMove = this.GetComponent <PlayerMove>(); this.bodyRender = GameObject.FindWithTag(Tags.PlayerSkin).GetComponent <Renderer>() as SkinnedMeshRenderer; playerShoot = this.GetComponentInChildren <PlayerShoot>(); }
void Start() { master = GameObject.FindGameObjectWithTag("MasterScript").GetComponent <MasterScript>(); inventory = GetComponent <PlayerInventory>(); shoot = GetComponent <PlayerShoot>(); stats = GetComponent <PlayerStats>(); }
void OnTriggerEnter2D(Collider2D other) { if (other.name.Substring(0, 6) == "Player") { Script = other.GetComponent <PlayerShoot>(); if (this.gameObject.name == "Munition3(Clone)") { AudioSource.PlayClipAtPoint(pickUpSound, transform.position, 10f); Instantiate(pickUPFeedBack[0], transform.position, Quaternion.identity); Script.munition += 3; } if (this.gameObject.name == "Munition5(Clone)") { AudioSource.PlayClipAtPoint(pickUpSound, transform.position, 10f); Instantiate(pickUPFeedBack[1], transform.position, Quaternion.identity); Script.munition += 5; } if (this.gameObject.name == "Munition10(Clone)") { AudioSource.PlayClipAtPoint(pickUpSound, transform.position, 10f); Instantiate(pickUPFeedBack[2], transform.position, Quaternion.identity); Script.munition += 10; } Destroy(this.gameObject); } }
void instantiatePlayerComponents() { player = GameObject.Find("Perso"); attackDist = player.GetComponent <PlayerShoot>(); attackCaC = player.GetComponent <PlayerAttack>(); health = player.GetComponent <PlayerHealth>(); }
void HandleOnLocalPlayerJoined(Player player) { playerShoot = player.PlayerShoot; reloader = playerShoot.ActiveWeapon.Reloader; reloader.OnAmmoChanged += HandleOnAmmoChanged; //playerShoot.ActiveWeapon.reloader.OnAmmoChanged += HandleOnAmmoChanged; }
public void UpdateAmmoDisplay() { if (_shootScript == null) { if (PlayerMovement.instance != null) { _shootScript = PlayerMovement.instance.gameObject.GetComponent <PlayerShoot> (); } else { return; } } foreach (Transform child in transform) { if (child.gameObject != ReloadHintText) { Destroy(child.gameObject); } } int index = 0; for (; index < _shootScript.ammo; index++) { SpawnAmmo(index, LoadedColor); } for (; index < _shootScript.maxAmmo; index++) { SpawnAmmo(index, DepletedColor); } ReloadHintText.SetActive(_shootScript.ammo == 0); }
void Awake() { VariableResourcesScript vrs = GetComponent<VariableResourcesScript>(); players = GameObject.FindGameObjectsWithTag("Player"); objPlayer1 = vrs.objPlayer1; scrPlayerScript1 = objPlayer1.GetComponent<PlayerScript>(); scrPlayerExperience1 = objPlayer1.GetComponent<PlayerStats>(); scrPlayerHealthScript1 = objPlayer1.GetComponent<PlayerHealthScript>(); scrPlayerShoot1 = objPlayer1.GetComponent<PlayerShoot>(); //objPlayer2 = vrs.objPlayer2; playersTag = objPlayer1.tag; // 8: Enemy, 15: Spawn Point, 20: Flying, 24: Neutral, 25: Immune intEnemyLayerMask = 1 << LayerMask.NameToLayer("Enemy") | 1 << LayerMask.NameToLayer("Flying") | 1 << LayerMask.NameToLayer("Neutral") | 1 << LayerMask.NameToLayer("Immune") | 1 << LayerMask.NameToLayer("Spawn Point"); intHostileLayerMask = 1 << LayerMask.NameToLayer("Enemy") | 1 << LayerMask.NameToLayer("Spawn Point") | 1 << LayerMask.NameToLayer("Immune"); intPlayerUnitsLayerMask = 1 << LayerMask.NameToLayer("Player"); objBullet = vrs.objBullet; objExplodingShot = vrs.objExplodingShot; objArrow = vrs.objArrow; objFire = vrs.objFire; objExplosion = vrs.objExplosion; objTemp = vrs.objTemp; objText = vrs.objText; texAttribute = vrs.texAttribute; matLineOfSightSolid = vrs.matLineOfSight; matLineOfSightTransparent = vrs.matLineOfSightTransparent; matSkull = vrs.matSkull; }
private void OnTriggerEnter2D(Collider2D collision) { PlayerShoot playerShot = collision.gameObject.GetComponent <PlayerShoot>(); if (playerShot != null) { ChangeEnemyLife(playerShot.damage); Destroy(playerShot.gameObject); } Player player = collision.gameObject.GetComponent <Player>(); if (player != null) { canShoot = true; InvokeRepeating("EnemyShotAttack", 0, 1f); } PlayerPunch punch = collision.gameObject.GetComponent <PlayerPunch>(); if (punch != null) { if (Gary.CurrentWeapon == "Macana") { punch.damage = punch.damage + 10; } ChangeEnemyLife(punch.damage); } }
void HandleOnLocalPlayerJoined(Player player) { playerShoot = player.gameObject.GetComponent <PlayerShoot>(); playerShoot.OnWeaponSwich += HandleOnWeaponSwich; playerShoot.ActiveWeapon.Reloader.OnAmmoChanged += HandleOnAmmoChanged; HandleOnAmmoChanged(); }
/// <summary> /// Add a weapon to the player's inventory. Updates the PlayerShoot list /// of available weapons, as well as the inventory screen. /// </summary> /// <param name="selection"></param> public void addWeapon(GameObject selection) { if (playerShoot == null) { // try to find it again playerShoot = GameObject.FindGameObjectWithTag("Player")?.GetComponentInChildren <PlayerShoot>(true); } if (playerShoot.guns.Count > 9) { Debug.Log("You don't have enough arms and bags of holding for another weapon."); return; } // add the gun models! // when the camera is parented to the gun, the gun's transform is reset to be relative to the camera, so we need to fix it after the parenting Vector3 correctPosition = selection.transform.localPosition; Vector3 correctScale = selection.transform.localScale; Quaternion correctRotation = selection.transform.localRotation; selection.transform.parent = GameObject.FindGameObjectWithTag("MainCamera").transform; selection.transform.localPosition = correctPosition; selection.transform.localRotation = correctRotation; selection.transform.localScale = correctScale; // The gun model itself that needs to be added to the list is not the topmost object GameObject actualGun = selection.GetComponentInChildren <WeaponStats>(true).gameObject; playerShoot.guns.Add(actualGun); updateWeaponSlots(); }
void Start() { GM = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); switch (GM.planeType) { case GameManager.PLANETYPE.F16: F16.SetActive(true); mr = F16; break; case GameManager.PLANETYPE.A10: A10.SetActive(true); mr = A10; break; case GameManager.PLANETYPE.GYRO: Gyro.SetActive(true); mr = Gyro; break; } SetCalibration(); menuController = GameObject.FindGameObjectWithTag("GameManager").GetComponent <MenuController>(); moveSpeed = defaultMoveSpeed * GM.sensitivity * 2; playerShootScript = gameObject.GetComponent <PlayerShoot>(); cameraScript = Camera.main.GetComponent <CameraFollow>(); // get player's collider hitbox = GetComponent <BoxCollider>(); }
void RemovePlayer(PlayerShoot player) { if (GameManager.GM.onJoinScreen) { //turn the join image back on: playerPanels[players.IndexOf(player)].joinImage.SetActive(true); playerPanels[players.IndexOf(player)].myP = null; } //store the autoplaying board and get it to stop if a controller was disconnected. foreach (Board b in FindObjectsOfType <Board>()) { if (b.autoPlay) { b.autoPlay = false; refAutoPlayB = b; } } spawnPoses.Insert(0, player.transform.parent.position); players.Remove(player); player.Device = null; UIManager.UIM.ContDiscon(true); GameManager.GM.everythingPause = true; //pause the whole game if a controller was disconnected. rTimeScale = Time.timeScale; Time.timeScale = 0; Destroy(player.transform.parent.gameObject); }
public virtual bool Pickup(PlayerShoot player) { if (isHeld) { return(false); } if (isInSpawner) { isInSpawner = false; weaponSpawner.SpawnedWeaponIsGrabbed(); } this.player = player; playerNumber = player.playerNumber; isHeld = true; transform.parent = this.player.gunParentTransform; canShoot = true; transform.position = this.player.gunParentTransform.position; transform.right = this.player.gunOriginTransform.right; if (rigidbody != null) { Destroy(rigidbody); } collider.enabled = false; return(true); }
// Start is called before the first frame update void Awake() { playerMovement = GetComponent <PlayerMovement>(); currentHealth = startingHealth; playerAudio = GetComponent <AudioSource>(); playerShoot = GetComponentInChildren <PlayerShoot>(); }
public void FindPlayer() { playerShoot = GetComponent<PlayerShoot>(); statController = GetComponent<StatController>(); playerFound = true; }
// Use this for initialization void Start() { this.player = GetComponentInParent<PlayerController>(); this.shoot = this.player.GetComponentInChildren<PlayerShoot>(); this.melee = GetComponentInParent<PlayerMeleeAttack>(); this.pushingMovementButton = false; this.movingRight = true; }
void Awake() { _isSlowMod = false; _shoot = GetComponent< PlayerShoot > (); ChangeMoveMod (); _moveToPoint = GetComponent< MoveToPoint > (); _moveToPoint.enabled = false; _pauseMenu = GameObject.Find ("Pause"); _pauseMenu.SetActive (false); }
public void OnGlobalEnable() { PlayerShoot.isChangingUIBorder += ChangingArrow; _giveAllObjectsToManagers = GameObject.FindGameObjectWithTag("GiveAllObjectsToManagers").GetComponent<GiveAllObjectsToManagers>(); _arrowType = _giveAllObjectsToManagers.player.GetComponent<PlayerShoot>(); _UIBorder = this.GetComponent<SortGameObjectsChildrenByName>().sortArrayFromName(_giveAllObjectsToManagers.showCurrentAmmo); for(int i = 0; i < _UIBorder.Length; i++) { _UIBorder[i].gameObject.SetActive(false); _UIBorder[0].gameObject.SetActive(true); } }
void Update() { //Debug.Log( "MenuManager Update" ) ; if (Input.GetKeyDown(KeyCode.Escape)) { //ZMIENIAMY STAN MENU menu = !menu ; if( menu ) { //WLACZAMY INTERAKCJE ORAZ BLOKUJEMY RAYCAST canvasGroup.interactable = true ; canvasGroup.blocksRaycasts = true ; //WLACZAMY SCREEN MENU canvasMenu.SetActive( true ) ; //PONOWNIE POBIERAMY KOMPONENT PlayerShoot ( MOGLISMY ZMIENIC BRON ) playerShoot = PlayerComponent.GetComponentInChildren<PlayerShoot>() ; //WYLACZAMY STRZELANIE playerShoot.enabled = false ; //WLACZAMY SKRYPTY ZMIANY GLOSNOSCI DZWIEKU changeAudioVolumeEffect.enabled = true ; changeAudioVolumeSound.enabled = true ; } else { //WYLACZAMY INTERAKCJE ORAZ ODBLOKOWUJEMY RAYCAST canvasGroup.interactable = false ; canvasGroup.blocksRaycasts = false ; //WYLACZAMY SCREEN MENU canvasMenu.SetActive( false ) ; //WLACZAMY STRZELANIE playerShoot.enabled = true ; //WYLACZAMY SKRYPTY ZMIANY GLOSNOSCI DZWIEKU changeAudioVolumeEffect.enabled = false ; changeAudioVolumeSound.enabled = false ; //WYLACZAMY OKNO AUDIO WindowInMenuTurnOFF.SetActive( false ) ; } //WLACZAMY / WYLACZAMY PAUZE Pause(); } }
public void Start() { controller = GetComponent<CharacterController>(); movement = GetComponent<PlayerMovement>(); playerShoot = GetComponent<PlayerShoot>(); networkManager = GameObject.Find("NetworkManager").GetComponent<NetworkManager>(); if(!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { GameManager.instance.localPlayer = this; } SetDefaults(); }
void OnTriggerEnter(Collider col) { if(col.tag == VariableScript.playersTag){ pam = col.GetComponent<PlayerAbilityManager>(); psh = col.GetComponent<PlayerShoot>(); pstat = col.GetComponent<PlayerStats>(); if(Time.time >= ready && pam != null){ int index = pam.AddAbility(gameObject); // Adds the ability and returns the index of the slot added into (else returns -1) if(index != -1){ gameObject.SetActive(false); SetUp(index); } } } }
void Awake() { //SZUKAMY GRACZA I POBIERAMY SKRYPT PlayerComponent = GameObject.FindGameObjectWithTag("Player") ; //JESLI SZUKANIE SIE POWIODLO TO PRZYPISUJEMY COMPONENT DO OBIEKTU if( PlayerComponent != null ) { playerShoot = PlayerComponent.GetComponentInChildren<PlayerShoot>() ; } //JESLI NIE ZNALEZLISMY LUB PRZYPISANIE SIE NIE POWIODLO WYSWIETLAMY TEKST if(playerShoot == null) { Debug.Log( " can't find Player PlayerShoot (MenuManager) " ) ; } canvasGroup = GetComponent<CanvasGroup>(); }
public void OnGlobalEnable() { PlayerShoot.isChangingArrow += ChangingArrow; _giveAllObjectsToManagers = GameObject.FindGameObjectWithTag("GiveAllObjectsToManagers").GetComponent<GiveAllObjectsToManagers>(); _displayArrayHook = this.GetComponent<SortGameObjectsChildrenByName>().sortArrayFromName(_giveAllObjectsToManagers.UIArrayArrowHook); _displayArrayTripleArrow = this.GetComponent<SortGameObjectsChildrenByName>().sortArrayFromName(_giveAllObjectsToManagers.UIArrayArrowTriple); _ammo = _giveAllObjectsToManagers.player.GetComponent<PlayerShoot>(); for(int i = 0; i < _displayArrayHook.Length; i++) { _displayArrayHook[i].gameObject.SetActive(false); } for(int i = 0; i < _displayArrayTripleArrow.Length; i++) { _displayArrayTripleArrow[i].gameObject.SetActive(false); } }
void OnTriggerEnter(Collider other) { if(other.tag == "Player") { //POBIERAMY SKRYPT OD GRACZA ( MOGLISMY ZMIENIC BRON ) player = PlayerComponent.GetComponentInChildren<PlayerShoot>() ; //JESLI NIE ZNALEZLISMY LUB PRZYPISANIE SIE NIE POWIODLO WYSWIETLAMY TEKST if(player == null) { Debug.Log( " can't find Player PlayerShoot ( FastShoot )" ) ; } // player.StartCoroutine( "SpeedUP" , TimeActivate ) ; player.shootSpeedUP( TimeActivate ) ; //ODNAWIAMY SPAWN spawnItem.StartRespawn() ; //NISZCZYMY OBIEKT Destroy( gameObject ) ; } }
void HeIsDeath() { //GRACZ NIE ZYJE PlayerDead = true ; //USTAWIAMY ZMIENNA ANIMACJI NA TRUE animationPlayer.SetTrigger ("Die") ; //USTAWIAMY NOWY DZWIEK (SMIERC GRACZA) PO CZYM ODPALAMY GO playerAudio.clip = playerDeath ; playerAudio.Play() ; //POBIERAMY SKRYPT BRONI ( BO MOGLA SIE ZMIENIC ) playerShoot = GetComponentInChildren<PlayerShoot>() ; //WYLACZAMY SKRYPT PORUSZANIA SIE GRACZA ORAZ STRZELANIA ( SKORO NIE ZYJE TO LEPIEJ ZEBY SIE NIE RUSZAL I NIE STRZELAL ) if ( playerMove.enabled ) playerMove.enabled = false ; if ( playerShoot.enabled ) playerShoot.enabled = false ; }
void Awake() { //PRZYPISUJEMY KOMPONENTY ZMIENNYM animationPlayer = GetComponent<Animator>() ; playerAudio = GetComponent<AudioSource>() ; playerMove = GetComponent<PlayerMove>() ; playerShoot = GetComponentInChildren<PlayerShoot>() ; //USTAWIAMY POCZATKOWE ZYCIE GRACZA currentHealthPlayer = playerHealth ; //USTAWIAMY MAXYMALNA WIELKOSC HealthBar healthBar.maxValue = playerHealth ; healthBar.value = playerHealth ; }
void Awake(){ anim = this.GetComponent<Animator> (); playerMove = this.GetComponent<PlayerMove> (); playerShoot = this.GetComponentInChildren<PlayerShoot> (); this.bodyRenderer = transform.Find ("Player").renderer as SkinnedMeshRenderer; }
// Use this for initialization void Start() { ps1 = gun1.GetComponent<PlayerShoot>(); ps2 = gun2.GetComponent<PlayerShoot>(); }
// Use this for initialization void Start() { CurrentHealth = StartingHealth; controller = gameObject.GetComponent<PlayerMove>(); playerShooter = gameObject.GetComponent<PlayerShoot>(); }
void Start() { playerShoot = GameObject.Find ("player").GetComponent<PlayerShoot> (); }
private void Awake() { Shoot = GetComponent<PlayerShoot>(); ResetPosition = GetComponent<ResetPosition>(); }
void Awake() { if(_instance == null) _instance = GetComponent< MainManage >(); Bullet = GetComponentInChildren< BulletManage > (); Record = GetComponentInChildren< RecordManage > (); Bonus = GetComponentInChildren< BonusManage > (); Player = GetComponentInChildren< PlayerControl > (); Enemy = GetComponentInChildren< EnemyManage > (); Sound = GetComponentInChildren< SoundManage > (); _shoot = Player.GetComponent< PlayerShoot > (); Output = GameObject.Find ("Output").GetComponent< UILabel >(); }