// Create all systems public void initializeSystems() { gravSystem = new GravitySystem(level); systems.Add(gravSystem); moveSystem = new MovementSystem(level); systems.Add(moveSystem); playerSystem = new PlayerMovementSystem(level); systems.Add(playerSystem); visSystem = new VisionOrbSystem(level); systems.Add(visSystem); colSystem = new CollisionDetectionSystem(level); systems.Add(colSystem); drawSystem = new DrawSystem(level.g, level); systems.Add(drawSystem); healthSystem = new HealthSystem(level); systems.Add(healthSystem); animSystem = new AnimationSystem(level); systems.Add(animSystem); timerSystem = new TimerSystem(level); systems.Add(timerSystem); timedShooterSystem = new TimedShooterSystem(level); systems.Add(timedShooterSystem); squishSystem = new SquishSystem(level); systems.Add(squishSystem); inputSystem = new InputSystem(level); systems.Add(inputSystem); scrEdgeSystem = new ScreenEdgeSystem(level); systems.Add(scrEdgeSystem); slSystem = new SwitchListenerSystem(level); systems.Add(slSystem); switchSystem = new SwitchSystem(level); systems.Add(switchSystem); spSystem = new SimplePowerUpSystem(level); systems.Add(spSystem); simpEnemySystem = new SimpleEnemyAISystem(level); systems.Add(simpEnemySystem); weapSystem = new PlayerWeaponSystem(level); systems.Add(weapSystem); bkgPosSystem = new BackgroundPositionSystem(level); systems.Add(bkgPosSystem); debugSystem = new DebugSystem(level); systems.Add(debugSystem); movPlatSystem = new MovingPlatformSystem(level); systems.Add(movPlatSystem); grapSystem = new GrappleSystem(level); systems.Add(grapSystem); pushSystem = new PushableSystem(level); systems.Add(pushSystem); velZeroSystem = new VelToZeroSystem(level); systems.Add(velZeroSystem); smushSystem = new SmushSystem(level); systems.Add(smushSystem); signSystem = new SignSystem(level); systems.Add(signSystem); }
protected override void Awake() { base.Awake(); movement = GetComponent <PlayerMovement> (); weaponSystem = GetComponent <PlayerWeaponSystem> (); swipe = GetComponent <SwipeManager> (); GameObject tempUI = GameObject.FindGameObjectWithTag("UI"); if (tempUI) { ui = tempUI.GetComponent <PlayerUI> (); } }
//creates this weapon as a gameobject public WeaponComponent SpawnWeapon(Transform parent, PlayerWeaponSystem weaponSystem, bool physics) { GameObject ret; ret = Instantiate(Prefab, parent); ret.transform.SetParent(parent); ret.GetComponent <WeaponComponent>().weaponSystem = weaponSystem; if (physics) { Destroy(ret.GetComponent <Rigidbody>()); Destroy(ret.GetComponent <MeshCollider>()); } return(ret.GetComponent <WeaponComponent>()); }
private Transform spawnLocation; // We need this transform so the bullets fire from the front of the ship rather than the center private void Awake() { SharedInstance = this; spawnLocation = GetComponentInChildren <Transform>(); }
public override void SetWeaponSystem(PlayerWeaponSystem pws) { this.pws = pws; }
void Awake() { anim = GetComponent<Animator>(); navMeshAgent = GetComponent<NavMeshAgent>(); cameraRaycaster = Camera.main.GetComponent<CameraRaycaster>(); weaponSystem = GetComponent<PlayerWeaponSystem>(); }
public abstract void SetWeaponSystem(PlayerWeaponSystem pws);