private void Start() { // Я так и не смог придумать, как сделать это умнее. PlayerTankController player = _playerSpawner.Spawn(0).GetComponent <PlayerTankController>(); _inputListener.Init(player); }
// Use this for initialization void Start() { tankAim = GetComponent <TankAimingComponent>(); tankMove = GetComponent <TankMovementComponent>(); player = FindObjectOfType <PlayerTankController>(); InvokeRepeating("RandomStuff", 0, timeBetweenRandom); }
private void Start() { movementSpeed = pcMoveSpeed; currentRotationTimer = rotationChangeTimer; moveInput = Vector2.one; player = FindObjectOfType <PlayerTankController>(); }
private void UpdateCurrentShellInfo(PlayerTankController playerTank) { var currentShell = playerTank.CurrentShellType; shellName.text = currentShell.ToString(); shellAttackValue.text = playerTank.GunModule.Shells[(int)currentShell].GetComponent <Shell>().AttackValue.ToString() + " + " + playerTank.GunModule.AttackValue.ToString(); }
void Start() { limit = Mathf.Abs(limit); if (limit > 90) { limit = 90; } offset = new Vector3(offset.x, offset.y, -Mathf.Abs(zoomMax) / 2); target = FindObjectOfType <PlayerTankController>(); transform.position = target.transform.position + offset; }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player"))//only the player can get the powerup { playerScript = other.gameObject.GetComponent <PlayerTankController>(); if (!coroutineStarted) { StartCoroutine(GetPowerUp(playerScript)); } } }
private void UnloadLevel() { playerHpBar.Stop(); enemyController.Stop(); Destroy(playerController.gameObject); playerController = null; StopCoroutine(playUpdate); StopCoroutine(levelSpawner); currentLevel.Unload(); currentLevel = null; PathFinder.DeleteInstance(); }
private void Start() { playerTankController = playerHangare.MakeTank(spawnPoints[0]) as PlayerTankController; playerTankController.SpawnPoint = spawnPoints[0]; playerTankController.EventDeadAction += CountingPlayerDeth; for (int i = 0; i < spawnPoints.Length; i++) { if (i > 0) { var enemyAi = enemyHangare.SetTankNumber(i - 1).MakeTank(spawnPoints[i]) as AITank; enemyAi.SpawnPoint = spawnPoints[i]; enemyAi.EventDeadAction += CountingEnemyDeath; aITanksControllers.Add(enemyAi); } } }
void Awake() { if (_singleInstance != null) { Object.Destroy(gameObject); return; } rigidBody = GetComponent <Rigidbody>(); SetupAudioEmitters(); DontDestroyOnLoad(gameObject); _singleInstance = this; SceneManager.sceneLoaded += (Scene scene, LoadSceneMode mode) => { currentInteractable = null; SetupAudioEmitters(); }; }
public static void RegisterPlayer(PlayerTankController controller) { if (gameMode == null) { CreateGameMode(); if (gameMode == null) { Debug.LogWarning("Gamemode static ref is not valid"); return; } } if (gameMode.controller != null) { Debug.LogWarning("The GameMode has a player ref, attempted to register a new controller"); return; } gameMode.controller = controller; }
private IEnumerator GetPowerUp(PlayerTankController playerScript) { coroutineStarted = true; playerScript.glow.enabled = true; //we glowwwww playerScript.isPoweredUp = true; //WE OFFICIALLY POWERED UP yield return(new WaitForSeconds(5)); //powerup lasts for 5 seconds and then blinks for 3?? for (int i = 0; i < numOfBlinks; i++) { playerScript.glow.enabled = false; yield return(new WaitForSeconds(.2f)); playerScript.glow.enabled = true; yield return(new WaitForSeconds(.2f)); } playerScript.glow.enabled = false; //we not glow anymoreeeeee coroutineStarted = false; playerScript.isPoweredUp = false; //We not powered up anymore }
private void LoadNextLevel() { currentLevelIndex++; currentLevel = new Level(maps[currentLevelIndex]) { victoryCallback = OnEnemiesDefeat, defeatCallback = OnPlayerDefeat, enemyController = enemyController, }; currentLevel.BuildMap(); PositionCamera(); PathFinder.CreateInstance(currentLevel.grid); var playerPosition = currentLevel.map.PlayerSpawnPoint(); playerController = Instantiate(playerTankPrefab, playerPosition, Quaternion.identity); playerController.GetComponent <Breakable>().OnBreak += OnPlayerDefeat; enemyController.playerTransform = playerController.transform; // TODO: read these from map int[] enemyCounts = currentLevel.GetEnemyCounts(); int hunterCount = enemyCounts[(int)TankType.Hunter]; int pummelCount = enemyCounts[(int)TankType.Pummel]; int heavyCount = enemyCounts[(int)TankType.Heavy]; playerHpBar.SetPlayer(playerController.GetComponent <Breakable>()); playerHpBar.SetBase(currentLevel.playerBaseBreakable); // Setup done, start systems enemyController.Begin(hunterCount, pummelCount, heavyCount); levelSpawner = StartCoroutine(currentLevel.Spawn()); backGroundMusic.Play(backGroundMusic.Game); playUpdate = StartCoroutine(UpdatePlay()); }
public void Init(PlayerTankController playerController) { _playerController = playerController; }
// Start is called before the first frame update void Start() { playerTankController = GetComponent <PlayerTankController>(); tankFireCDBarController = cdBar.GetComponent <TankFireCDBarController>(); cdBar.SetActive(false); }
// Use this for initialization void Start() { cameraArm = GetComponentInChildren <CameraArm>(); playerTank = FindObjectOfType <PlayerTankController>(); }
private void UpdateHpBar(PlayerTankController playerTank) { hpBar.size = playerTank.TankParams.CurrentHPValue(); hpBar.value = 0; }
void Start() { animator = GetComponent<Animator> (); controller = GetComponent<PlayerTankController> (); }
// Use this for initialization void Awake() { this.tankController = this.GetComponent <PlayerTankController>(); this.turretController = this.GetComponent <PlayerTurretController>(); }
// Use this for initialization void Start() { graphic = GetComponent <Image>(); player = FindObjectOfType <PlayerTankController>(); }
private void Start() { player = FindObjectOfType <PlayerTankController>(); }