// Start is called before the first frame update void Start() { GameObject[] results = GameObject.FindGameObjectsWithTag("Stats"); for (int i = 0; i < results.Length; ++i) { if (results[i].GetComponent <Stats>() != null) { upgradedStats = results[i]; break; } } weapon = allWeapons[weaponIndex]; playerAudio = GameObject.Find("Player").GetComponent <AudioSource>(); weaponSlots = GameObject.Find("Weapon Wheel").GetComponent <WeaponWheel>(); lightAttack = true; heavyAttack = false; lightSpecialCircle = GameObject.Find("Light Special Circle").GetComponent <Image>(); heavySpecialCircle = GameObject.Find("Heavy Special Circle").GetComponent <Image>(); rangeSpecialCircle = GameObject.Find("Range Special Circle").GetComponent <Image>(); CircleSlash = GameObject.Find("CircleSlash").GetComponent <Image>(); CircleSlash.fillAmount = 0; lightSpecialCircle.fillAmount = 0; heavySpecialCircle.fillAmount = 0; rangeSpecialCircle.fillAmount = 0; specialAttackIsQueued = false; specialAttackTimer = Time.time; }
void Start() { attackDamage = lightAttackDamage; currentAttack = 0; attackBox = lightAttackBox; weaponSlots = GameObject.Find("Weapon Wheel").GetComponent <WeaponWheel>(); playerCombatNoises = gameObject.GetComponent <AudioSource>(); }
private void Awake() { // Assign to components characterController = GetComponent <CharacterController>(); OriginalHeight = characterController.height; bulletPistol = GetComponent <BulletPistol>(); //gunAS = GetComponent<AudioSource>(); animator = GetComponent <Animator>(); weaponWheel = GetComponent <WeaponWheel>(); }
public void Start() { rb = GetComponent <Rigidbody>(); playerMove = GetComponent <PlayerMove>(); weaponWheel = GetComponent <WeaponWheel>(); }
void DeactivateSwitch() { Time.timeScale = 1; WeaponWheel.SetActive(false); }
void ActivateSwitch() { Time.timeScale = 0.01f; WeaponWheel.SetActive(true); }