private void OnTriggerEnter2D(Collider2D collision) { if (collision.GetComponent <Player_Controls>()) { Player_Controls player = collision.GetComponent <Player_Controls>(); switch (part) { case LadderPart.complete: player.canClimb = true; player.ladder = this; break; case LadderPart.bottom: player.bottom_L = true; break; case LadderPart.top: player.top_L = true; break; default: break; } } }
private void Awake() { //Create an instance of Player_Controls and set it in the controls variable controls = new Player_Controls(); controls.PlayerControls.Move.performed += ctx => movementinput = ctx.ReadValue <Vector2>(); //If the move input is performed then read the values controls.PlayerControls.Move.canceled += ctx => movementinput = Vector2.zero; //If the move input is canceled then set Vector2 variables to 0 controls.PlayerControls.Rotation.performed += ctx => lookPos = ctx.ReadValue <Vector2>(); //If the rotation input is performed then read the values //Get Animator in children animator = GetComponentInChildren <Animator>(); //Get the RigidBody component from this object and set it to the playerrb variable playerrb = this.GetComponent <Rigidbody>(); //Set playerPlane to a new Plane playerPlane = new Plane(Vector3.up, transform.position); //Set the currentAmmo to ammoClip and ammoHeld to the ammoCapacity currentAmmo = ammoClip; ammoHeld = ammoCapacity; //Get the GameManager and AudioManager components and set them to respective variables gameM = gameManager.GetComponent <GameManager>(); audioM = audioManager.GetComponent <AudioManager>(); }
// Start is called before the first frame update void Start() { Player_Current_Health = Player_Start_Health; Original_Color = GetComponent <SpriteRenderer>().color; My_Playercontrols = GetComponent <Player_Controls>(); My_Player_Rigidbody = GetComponent <Rigidbody2D>(); My_PlayerboxCollider = GetComponent <BoxCollider2D>(); }
void Start() { currentHealth = maxHealth; playerCombatScript = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controls>(); gameManagerObject = GameObject.Find("GameManager"); gameManagerScript = gameManagerObject.GetComponent <GameManagement>(); audio = GetComponent <AudioSource>(); isDead = false; }
void Start() { pl_controls = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controls>(); damageAmnt = pl_controls.spellDamage; startLoc = pl_controls.targetStart.position; endLoc = pl_controls.targetEnd; lifeTime = 0f; trailRen = GetComponent <TrailRenderer>(); audio = GetComponent <AudioSource>(); }
void Start() { currentHealth = maxHealth; playerCombatScript = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controls>(); gameManagerObject = GameObject.Find("GameManager"); gameManagerScript = gameManagerObject.GetComponent <GameManagement>(); audio = GetComponent <AudioSource>(); healthMeter = GameObject.Find("Boss Health"); healthSlider = healthMeter.GetComponent <Scrollbar>(); healthSlider.value = (currentHealth / maxHealth); bossTextHealth = GameObject.Find("Boss Text").GetComponent <Text>(); bossTextHealth.text = currentHealth.ToString(); isDead = false; }
private void Awake() { m_Player_Controls = new Player_Controls(); m_Player_Controls.Player.SetCallbacks(this); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerCont = player.GetComponent <Player_Controls>(); audio = GetComponent <AudioSource>(); }
// SET BASIC PROBABILITY FOR EACH TARGET ----------------------------------------------------------------------- awake --------------------------------------------------------------- private void Awake() { // initial spawn probability for (int i = 0; i < cannon_prefab.FoodList.Length; ++i) { cannon_prefab.FoodList[i].GetComponent <Food>().probability = match_quests[current_quest].targets_probability[i]; } // hiding quest banners foreach (GameObject banner in QuestBanners) // at the start, every slot of the quest is deactivated { banner.SetActive(false); } match_over_text.SetActive(false); EndMenu.SetActive(false); p1win.SetActive(false); p2win.SetActive(false); StartCoroutine(MatchCountdownInitial()); // initial time for the start of the countdown // instantiate players if (/*account_setup_memory.activeInHierarchy &&*/ !match_initialized) { match_initialized = true; // get component della memory e prendi i vari asset // get the array, instantiate the i <- (memory) element of the array GameObject P1_prefab; // PLAYER 1 P1_prefab = Instantiate(Players_prefab[Account_setup_memory.selected_character], P1_spawner.transform.position, Quaternion.identity); player_1 = P1_prefab.transform.GetChild(0).GetComponent <Player_Controls>(); // PLAYER 1 IS ASSIGNED player_1.special_attack_button_spawner = P1_attack_button_spawner; player_1.streak_text = P1_streak_box.transform.GetChild(0).GetComponent <Text>(); for (int i = 0; i < P1_flags.Length; ++i) { player_1.Flags[i] = P1_flags[i]; } GameObject P2_prefab; // PLAYER 2 - opponent is randomic every match P2_prefab = Instantiate(Opponents_prefab[Random.Range(0, Opponents_prefab.Length)], P2_spawner.transform.position, Quaternion.identity); player_2 = P2_prefab.transform.GetChild(0).GetComponent <IA_controller>(); // PLAYER 2 IS ASSIGNED player_2.special_attack_button_spawner = P2_attack_button_spawner; player_2.streak_text = P2_streak_box.transform.GetChild(0).GetComponent <Text>(); for (int i = 0; i < P2_flags.Length; ++i) { player_2.Flags[i] = P2_flags[i]; } // BACKGROUND Instantiate(Backgrounds_prefab[Account_setup_memory.selected_stage], background_spawner.transform.position, Quaternion.identity); // BACKGROUND IS CREATED } }
private void Awake() { pc = new Player_Controls(); }
// Update is called once per frame private void Start() { lightControls = GameObject.FindGameObjectWithTag("PlayerLight").GetComponent <Light_Control>(); playerControls = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controls>(); }