// Use this for initialization void Start() { playerStamina = FindObjectOfType <PlayerStaminaManager>(); playerHealthObject = GameObject.Find("Player"); playerHealth = playerHealthObject.GetComponent <PlayerHealthManager>(); playerRanged = playerHealthObject.GetComponent <PlayerRangedAttack>(); shieldBlockScript = FindObjectOfType <ShieldBlock>(); playerStatsScript = FindObjectOfType <PlayerStats>(); daggerTextObject = GameObject.Find("DaggerText"); shieldTextObject = GameObject.Find("ShieldText"); shieldImageObject = GameObject.Find("ShieldImage"); potionText = GameObject.Find("PotionText").GetComponent <Text>(); shieldTextObject.SetActive(false); shieldImageObject.SetActive(false); // daggerImageObject.GetComponent<Image>().Sprite = YourSprite; if (!UIExists) { UIExists = true; //DontDestroyOnLoad(transform.gameObject); } else { //Destroy(gameObject); } thePS = GetComponent <PlayerStats>(); }
// Use this for initialization void Start() { playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); sfxMan = FindObjectOfType <SFXManager>(); shield = FindObjectOfType <ShieldBlock>(); thePS = FindObjectOfType <PlayerStats>(); enemy = FindObjectOfType <EnemyTestScript>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); enemyHealth = FindObjectOfType <EnemyHealthManager>(); playerEngagement = FindObjectOfType <EngagedWithPlayer>(); // enemyStaminaMan = FindObjectOfType<EnemyStaminaManager>(); deathStrike = false; showBlood = false; playerStaminaDrain = false; }
// Use this for initialization void Start() { playerStamina = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); staminaTellCounter = 1; staminaTellCounterStart = false; }
// Use this for initialization void Start() { playerStamina = FindObjectOfType <PlayerStaminaManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); sfxMan = FindObjectOfType <SFXManager>(); playerEngagement = FindObjectOfType <EngagedWithPlayer>(); playerShield = FindObjectOfType <ShieldBlock>(); counter = 0; }
// Use this for initialization void Start() { this.gameObject.name = "Thomas"; enemyObject = this.gameObject; engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; enemyHealthMan = enemyObject.GetComponent <EnemyHealthManager>(); // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>(); playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); stalkZoneObject = this.gameObject.transform.GetChild(7).gameObject; stalkZone = stalkZoneObject.GetComponent <RecognizeStalkZone>(); rangedAttack = enemyObject.GetComponent <EnemyRangedAttack>(); playerHealthMan = FindObjectOfType <PlayerHealthManager>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); randomMove = FindObjectOfType <RandomMovement>(); //this needs to grab child object script //playerEngagement = FindObjectOfType<EngagedWithPlayer>(); playerObject = GameObject.Find("Player"); thePlayer = playerObject.GetComponent <PlayerController>(); target = playerObject; dodgeCounter = 2.2f; tellCounter = 0.5f; actionTimer = 0.2f; enemyHurtCounter = 2; myRigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (!enemyExists) { enemyExists = true; //DontDestroyOnLoad(transform.gameObject); } else { //Destroy(gameObject); } // dodging = true; // dodgeFirstTime = true; //For now enemy will always have a correct line of sight and the fleeing system is not yet set up. fleeTwo = false; dodgingThree = false; followToDeath = false; }
private void Start() { playerStaminaManager = GetComponent <PlayerStaminaManager>(); playerAnimationsManager = GetComponent <PlayerAnimationsManager>(); playerMovementManager = GetComponent <PlayerMovementManager>(); playerExperienceManager = GetComponent <PlayerExperienceManager>(); playerHealthManager = GetComponent <PlayerHealthManager>(); audioManager = FindObjectOfType <AudioManager>(); }
// Use this for initialization void Start() { this.gameObject.name = "Fred"; enemyObject = this.gameObject; engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; enemyHealthMan = enemyObject.GetComponent <EnemyHealthManager>(); // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>(); playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); stalkZoneObject = this.gameObject.transform.GetChild(7).gameObject; stalkZone = stalkZoneObject.GetComponent <RecognizeStalkZone>(); raycastPath = enemyObject.GetComponent <TrackingRaycast>(); playerHealthMan = FindObjectOfType <PlayerHealthManager>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); playerObject = GameObject.Find("Player"); thePlayer = playerObject.GetComponent <PlayerController>(); target = playerObject; enemyShieldStrike = false; shieldBreakRecoveryCounter = 0.5f; dodgeCounter = 2.2f; tellCounter = 0.5f; actionTimer = 0.2f; enemyHurtCounter = 2; myRigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (!enemyExists) { enemyExists = true; } dodging = true; dodgeFirstTime = true; isPathfinding = false; retreatingThree = false; shieldUpTwo = false; followToDeath = false; blockCounterMax = UnityEngine.Random.Range(2, 4); blockCounterTimer = 1.5f; }
// Update is called once per frame void Update() { thePlayer = FindObjectOfType <PlayerController>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); playerStamina = FindObjectOfType <PlayerStaminaManager>(); playerRangedAttack = FindObjectOfType <PlayerRangedAttack>(); playerStatsScript = FindObjectOfType <PlayerStats>(); startPoint = FindObjectOfType <PlayerStartPoint>(); globalDataScript = FindObjectOfType <GlobalDataScript>(); itemSlotManager = FindObjectOfType <ItemSlotManager>(); curLvl = SceneManager.GetActiveScene().name; }
// Use this for initialization void Start() { playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); FindObjectOfType <HurtPlayer>(); playerStatsScript = FindObjectOfType <PlayerStats>(); shieldOn = false; shieldLockBool = false; shieldBlocksLeft = ShieldBlocksLeft(); shieldBlockTimer = 1f; }
// Use this for initialization void Start() { hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); sfxMan = FindObjectOfType <SFXManager>(); shield = FindObjectOfType <ShieldBlock>(); thePS = FindObjectOfType <PlayerStats>(); enemyGameObject = this.gameObject.transform.parent.gameObject; enemy = enemyGameObject.GetComponent <EnemyTestScript>(); rangedEnemy = enemyGameObject.GetComponent <BasicRangedEnemy>(); enemyMaster = enemyGameObject.GetComponent <EnemyMasterScript>(); enemyTransform = enemyGameObject.transform; rangedAttack = enemyGameObject.GetComponent <EnemyRangedAttack>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); playerShield = FindObjectOfType <ShieldBlock>(); hitPoint = GameObject.Find("Player").transform; bloodCounter = 10; deathStrike = false; thePlayerDeathStrike = false; playerStaminaDrain = false; faceOff = false; check = 0; beforeRecov = true; enemyAttackCounter = 1f; enemyDamagePossible = false; preAttack = false; recovAttack = false; preAttackCounter = 0.6f; recovAttackCounter = 0.3f; enemyAttackCounter = 0.06f; freezeFrame = 1f; }
// Use this for initialization void Awake() { playerStats = FindObjectOfType <PlayerStats>(); pauseMenuScript = FindObjectOfType <PauseMenu>(); playerHealthScript = FindObjectOfType <PlayerHealthManager>(); playerStaminaScript = FindObjectOfType <PlayerStaminaManager>(); itemSlotManagerScript = FindObjectOfType <ItemSlotManager>(); VitalityButton = GameObject.Find("VitalityButton"); StrengthButton = GameObject.Find("StrengthButton"); DexterityButton = GameObject.Find("DexterityButton"); IntelligenceButton = GameObject.Find("IntelligenceButton"); ItemSlot0AButton = GameObject.Find("ItemSlot0AButton"); ItemSlot0BButton = GameObject.Find("ItemSlot0BButton"); ItemSlot0CButton = GameObject.Find("ItemSlot0CButton"); ItemSlot0DButton = GameObject.Find("ItemSlot0DButton"); ItemSlot0EButton = GameObject.Find("ItemSlot0EButton"); ItemSlot1AButton = GameObject.Find("ItemSlot1AButton"); ItemSlot1BButton = GameObject.Find("ItemSlot1BButton"); ItemSlot1CButton = GameObject.Find("ItemSlot1CButton"); ItemSlot1DButton = GameObject.Find("ItemSlot1DButton"); ItemSlot1EButton = GameObject.Find("ItemSlot1EButton"); ItemSlot2AButton = GameObject.Find("ItemSlot2AButton"); ItemSlot2BButton = GameObject.Find("ItemSlot2BButton"); ItemSlot2CButton = GameObject.Find("ItemSlot2CButton"); ItemSlot2DButton = GameObject.Find("ItemSlot2DButton"); ItemSlot2EButton = GameObject.Find("ItemSlot2EButton"); ItemSlot3AButton = GameObject.Find("ItemSlot3AButton"); ItemSlot3BButton = GameObject.Find("ItemSlot3BButton"); ItemSlot3CButton = GameObject.Find("ItemSlot3CButton"); ItemSlot3DButton = GameObject.Find("ItemSlot3DButton"); ItemSlot3EButton = GameObject.Find("ItemSlot3EButton"); HeadSlotButton = GameObject.Find("HeadButton"); BodyArmorButton = GameObject.Find("BodyArmorButton"); GlovesButton = GameObject.Find("GlovesButton"); BootsButton = GameObject.Find("BootsButton"); RingOneButton = GameObject.Find("RingOneButton"); RingTwoButton = GameObject.Find("RingTwoButton"); RingThreeButton = GameObject.Find("RingThreeButton"); RingFourButton = GameObject.Find("RingFourButton"); descriptionText = GameObject.Find("DescriptionText").GetComponent <Text>(); justSwitched = true; }
void Start() { sfxMan = FindObjectOfType <SFXManager>(); enemyHit = false; thePlayer = FindObjectOfType <PlayerController>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); staminaManager = FindObjectOfType <PlayerStaminaManager>(); playerStats = FindObjectOfType <PlayerStats>(); thePS = FindObjectOfType <PlayerStats>(); recovVar = false; damageToGive = thePS.playerDamage; freezeFrame = 0.8f; }
// Use this for initialization void Start() { playerStamina = FindObjectOfType <PlayerStaminaManager>(); playerHealthObject = GameObject.Find("Player"); playerHealth = playerHealthObject.GetComponent <PlayerHealthManager>(); playerRanged = playerHealthObject.GetComponent <PlayerRangedAttack>(); shieldBlockScript = FindObjectOfType <ShieldBlock>(); playerStatsScript = FindObjectOfType <PlayerStats>(); daggerTextObject = GameObject.Find("DaggerText"); shieldTextObject = GameObject.Find("ShieldText"); shieldImageObject = GameObject.Find("ShieldImage"); potionText = GameObject.Find("PotionText").GetComponent <Text>(); shieldTextObject.SetActive(false); shieldImageObject.SetActive(false); if (!UIExists) { UIExists = true; } thePS = GetComponent <PlayerStats>(); }
// Use this for initialization void Start() { // dodgeDistanceFloat = 3; enemyD = FindObjectOfType <EnemyDialogue>(); dummyGameObject = GameObject.Find("Dummy Object"); //rayCastHitDodge.size; rayCastDodgeArray = new int[100]; playerObject = GameObject.Find("Player"); playerTransform = playerObject.transform; layerMaskPlayerInt = 1 << 9; layerMaskPlayer = ~layerMaskPlayerInt; layerMaskBoundsInt = 1 << 10; layerMaskBounds = ~layerMaskBoundsInt; layerMaskEnemyInt = 1 << 11; layerMaskEnemy = ~layerMaskEnemyInt; rayDodgeDistance = 4; playerStats = FindObjectOfType <PlayerStats>(); playerShield = FindObjectOfType <ShieldBlock>(); sfxMan = FindObjectOfType <SFXManager>(); theDM = FindObjectOfType <DialogueManager>(); staminaMan = GetComponent <PlayerStaminaManager>(); enemy = FindObjectOfType <EnemyTestScript>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); globalData = FindObjectOfType <GlobalDataScript>(); playerBoundBoxObject = GameObject.Find("Bounds"); enemyTargetObject = this.gameObject; dmObject = GameObject.Find("Dialogue Manager"); theDM = dmObject.GetComponent <DialogueManager>(); terrainManager = FindObjectOfType <TerrainManager>(); damagePossible = false; attackPossible = true; dashPossible = true; anim = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); if (!playerExists) { playerExists = true; //DontDestroyOnLoad(transform.gameObject); } else { //Destroy(gameObject); } canMove = true; lastMove = new Vector2(globalData.globalPlayerLastMoveX, globalData.globalPlayerLastMoveY); currentEnemyExists = true; if (boundBox == null) { //boundBox = FindObjectOfType<BoundsScript>().GetComponent<BoxCollider2D>(); boundBox = playerBoundBoxObject.GetComponent <BoxCollider2D>(); minBounds = boundBox.bounds.min; maxBounds = boundBox.bounds.max; } minBounds = boundBox.bounds.min; maxBounds = boundBox.bounds.max; deathStrike = false; playerOldHealth = playerNewHealth; strikeBlock = false; strikeBlockCounter = 1f; noDamageIsTaken = true; preAttack = false; recovAttack = false; preAttackCounter = 0.2f; recovAttackCounter = 0.3f; attackTimeCounter = 10; attackingCounterNew = 0.06f; specialMove = false; wasMoving = false; wasSprint = false; sprintTimer = 0.2f; sprintPossible = false; // if (globalData.globalPlayerLockOn == 1) // { // lockOn = false; // } // else // { // lockOn = false; // } lockOn = false; newListBool = true; switchEnemyBool = true; equipmentBuffManagerScript = FindObjectOfType <EquipmentBuffManager>(); lockOnImage = GameObject.Find("lockOnImage"); lockOnImage.SetActive(false); }