// Use this for initialization void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); playervars = player.GetComponent <PlayerVars> (); ScrollWeapon(0); //sets current weapon without moving weapon. }
// Use this for initialization private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); } //Get Player previously selected team string PlayerTeamPath = Application.streamingAssetsPath + "/PlayerTeam.json"; if (File.Exists(PlayerTeamPath)) { string PlayerTeamString = File.ReadAllText(PlayerTeamPath); JSONObject PlayerTeam = JSON.Parse(PlayerTeamString) as JSONObject; PlayerGold = PlayerTeam["PlayerGold"]; for (int index = 0; index < 3; ++index) { SelectedTeamNames[index] = PlayerTeam["SelectedTeam"].AsArray[index]; } } }
// Use this for initialization void Start () { vars = gameObject.GetComponent<PlayerVars>(); joyAim = new Vector3(1.0f, 0.0f, 0); canShoot = true; reload = 0.0f; }
// Use this for initialization void Start() { waitingOnInput = false; inventory = this.gameObject.GetComponentInChildren <Inventory>(); vars = this.GetComponent <PlayerVars>(); }
void Start() { //Инициализация anim = GetComponent <Animation>(); rig = GetComponent <Rigidbody>(); VARS = GetComponent <PlayerVars>(); rig.isKinematic = !GetComponent <NetworkView>().isMine; //Дабы не случилось форсмажоров transform.position = new Vector3(transform.position.x, 51.4f, transform.position.z); Physics.IgnoreLayerCollision(10, 10, true); Physics.IgnoreLayerCollision(10, 11, true); charS = CharS.Idle; damage_timer = Time.time; //PATHFINDING self = GetComponent <RTSObject>(); UpdateCurrentTile(); DontDestroyOnLoad(this); }
public PlayerHorizontalMovementAction(Rigidbody player, PlayerVars vars) : base(KeyCode.Space) { this.playerRigidbody = player; this.playervars = vars; this.floorMask = LayerMask.GetMask ("Floor"); }
void Start() { obj = GetComponent <Controller>(); var = GetComponent <PlayerVars>(); run = Time.time - 10f; press = Time.time - 10f; }
public void attack(PlayerVars other) { int deal = doDamage(); other.takeHit(deal); takeHit(other.hitBack()); }
//Call in LevelManager public void UpdateFromPlayerVar(PlayerVars p) { CurrentHealth = p.playerHealth; MaxHealth = p.playerMaxHealth; SetPlayerName(p.playerName); SetHairdo(p.hairSprite, p.hairColor); UpdateSkinColor(p.skinTint); }
// Use this for initialization void Start () { vars = gameObject.GetComponent<PlayerVars>(); rb = gameObject.GetComponent<Rigidbody2D>(); animator = gameObject.GetComponent<Animator>(); isHit = false; }
void Awake() { GameObject player = GameObject.FindGameObjectWithTag ("Player"); globalvars = player.GetComponent<PlayerVars> (); floorMask = LayerMask.GetMask ("Floor"); anim = GetComponent<Animator> (); playerRigidbody = GetComponent<Rigidbody> (); leapAction = new PlayerHorizontalMovementAction (playerRigidbody, globalvars); jumpAction = new PlayerVerticalMovementAction (playerRigidbody, globalvars); }
void Awake() { GameObject player = GameObject.FindGameObjectWithTag("Player"); globalvars = player.GetComponent <PlayerVars> (); floorMask = LayerMask.GetMask("Floor"); anim = GetComponent <Animator> (); playerRigidbody = GetComponent <Rigidbody> (); leapAction = new PlayerHorizontalMovementAction(playerRigidbody, globalvars); jumpAction = new PlayerVerticalMovementAction(playerRigidbody, globalvars); }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } //destroys any player inventorys that are not the orignal one DontDestroyOnLoad(gameObject); //makes this stay acrossed level loads so vars stay consistant }
// Use this for initialization void Start() { GameObject player = GameObject.FindGameObjectWithTag ("Player"); playervars = player.GetComponent<PlayerVars> (); ScrollWeapon (0);//sets current weapon without moving weapon. }
public void RegisterDeath(PlayerVars player) { if(!PhotonNetwork.isMasterClient) //howd you get here? { Debug.LogError("Client made way into RegisterDeath()!"); return; } if(player.CanAttack) { m_playersCanAttack.Remove(player.PlayerName); if(m_playersCanAttack.Count == 0) EndGame(GameResources.WIN_GROUP_VICTORY); } }
public PlayerVerticalMovementAction(Rigidbody player, PlayerVars vars) : base(KeyCode.E) { this.playerRigidbody = player; this.playervars = vars; }
protected virtual void Start() { GameObject player = GameObject.FindGameObjectWithTag ("Player"); playervars = player.GetComponent<PlayerVars> (); }
public PlayerHorizontalMovementAction(Rigidbody player, PlayerVars vars) : base(KeyCode.Space) { this.playerRigidbody = player; this.playervars = vars; this.floorMask = LayerMask.GetMask("Floor"); }
public PlayerVerticalMovementAction(Rigidbody player, PlayerVars vars) : base(KeyCode.E) { this.playerRigidbody = player; this.playervars = vars; }
protected virtual void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); playervars = player.GetComponent <PlayerVars> (); }
// Use this for initialization void Start() { // Linking them together. playerVars = playerGameObject.GetComponent <PlayerVars>(); }
void playerMovementInput() { bool moved = false; Dir dir = null; if (Input.GetKeyDown(KeyCode.W)) { dir = new Dir("up"); } if (Input.GetKeyDown(KeyCode.A)) { dir = new Dir("left"); } if (Input.GetKeyDown(KeyCode.S)) { dir = new Dir("down"); } if (Input.GetKeyDown(KeyCode.D)) { dir = new Dir("right"); } if (dir != null) { int moveResult = checkMove(dir); Debug.Log("checkMove returned " + moveResult); //0 means we can move if (moveResult == 0) { move(dir); moved = true; } //1 means bad tile else if (moveResult == 1) { //do nothing now, might log later } //2 means furniture in way else if (moveResult == 2) { //should either log or maybe prompt for open } else if (moveResult == 3) { Vector2 loc = new Vector2(this.transform.position.x + dir.horz, this.transform.position.y + dir.vert); GameObject[] objs; objs = GameObject.FindGameObjectsWithTag("NPC"); GameObject npc = findInScene(objs, loc); NPCScript npcScript = npc.GetComponent <NPCScript>(); PlayerVars npcVars = npc.GetComponent <PlayerVars>(); if (npcScript.hostile) { Debug.Log("REEEEEEEEEEE"); vars.attack(npcVars); } } } if (moved) { Vector2 loc = new Vector2(this.transform.position.x, this.transform.position.y); if (checkForItems(loc)) { //log items } } }