void Pickup(Collider player) { combat stats = player.GetComponent <combat>(); stats.TakeDamage(damage); Debug.Log("Hit " + player.name + "!"); Destroy(gameObject); }
void Pickup(Collider player) { combat stats = player.GetComponent <combat>(); stats.health += add_health; //GetComponent<MeshRenderer>().enabled = false; //GetComponent<Collider>().enabled = false; Destroy(gameObject); }
// Use this for initialization void Awake() { combats = this; this.gameObject.SetActive(false); w4 = Resources.Load("4w", typeof(Sprite)) as Sprite; w6 = Resources.Load("6w", typeof(Sprite)) as Sprite; w8 = Resources.Load("8w", typeof(Sprite)) as Sprite; w10 = Resources.Load("10w", typeof(Sprite)) as Sprite; w12 = Resources.Load("12w", typeof(Sprite)) as Sprite; leftspr = left.GetComponent <SpriteRenderer>(); rightspr = right.GetComponent <SpriteRenderer>(); leftweaponspr = leftweapon.GetComponent <SpriteRenderer>(); rightweaponspr = rightweapon.GetComponent <SpriteRenderer>(); leftboompic.gameObject.SetActive(false); rightboompic.gameObject.SetActive(false); bothboompic.gameObject.SetActive(false); leftweapon.gameObject.SetActive(false); rightweapon.gameObject.SetActive(false); }
void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; // TODO: remove sceenXHack = Screen.width / 10f; // screenX = Screen.width / 2f; lineRenderer = GetComponent <LineRenderer>(); positions = new Vector3[10]; lineRenderer.SetPositions(positions); GameObject parent = new GameObject("colliders"); parent.transform.position = transform.position; parent.transform.parent = this.transform; int ii = 0; for (int y = 0; y < amountOfSpheres; y++) { for (int x = 0; x < amountOfSpheres; x++) { var go = new GameObject(); go.layer = LayerMask.NameToLayer("TouchController"); go.transform.parent = transform; var coll = go.AddComponent <CircleCollider2D>(); coll.transform.position = new Vector3(x * offsetX /*+ transform.position.x*/, y * offsetY /*+ transform.position.y*/, 0); coll.radius = Radius; _colliders[ii] = go; coll.isTrigger = true; // var sr = go.AddComponent<SpriteRenderer>(); // sr.sprite = Resources.Load<Sprite>("Circle"); // go.layer = SortingLayer.GetLayerValueFromName("TouchController"); // TouchScreenPoint newPoint = new TouchScreenPoint(x, y); go.AddComponent(typeof(TouchScreenPoint)); var point = go.GetComponent <TouchScreenPoint>(); point.x = x; point.y = y; ii++; // _colliders[size].transform.position = new Vector3(start.x + x * offset, start.y + y * offset, 0); // _colliders[size].radius = Radius; } } lineRenderer.sortingOrder = 1; lineRenderer.sortingLayerName = "Foreground"; for (int i = 0; i < maxRuneIndices; i++) { runeIndices[i] = new Vec2(0, 0); } _nextIndex = 0; SetLineRendererCount(0); // Setup Crafting System CraftingManagerHolder = CraftingManager.Instance.GetComponent <RuneHolder>(); BaseManager.Instance.RegisterOnBaseEnter(OnBaseEnter); BaseManager.Instance.RegisterOnBaseExit(OnBaseExit); ControllerMode = Mode.RuneCasting; // aka pelaaja RuneHolder = GameObject.FindWithTag("Player").GetComponent <RuneHolder>(); var linecontroller = Instantiate(Resources.Load <GameObject>("Prefab/Ui/LineController")); LineController = linecontroller.GetComponent <CurvedLineRendererController>(); if (LineController == null) { Debug.LogError("Please add CurvedLineRendererController to player/TouchControls/Controller object"); } knob = Instantiate(Resources.Load <GameObject>("Prefab/Ui/LineRendererEndPoint")); if (knob == null) { Debug.LogWarning("Cannot load LineRendererEndPoint plz tell Eetu"); } _craftingUiController = GameObject.FindGameObjectWithTag("ResourceUiController").GetComponent <CraftingUiController>(); _player = GameObject.FindWithTag("Player").GetComponent <combat>(); lastPosition = transform.position; StartCoroutine(FixEnumeration()); }
private void Start() { Player = PlayerScript.Player.GetComponent <combat>(); }
void Start () { combatScript = combatHandler.GetComponent<combat> (); playerMoveScript = player.GetComponent<player> (); }
void Awake() { combat = GetComponent <combat>(); }
// Use this for initialization void Start() { c = transform.parent.parent.GetComponent <combat>(); tm = GetComponent <TextMesh>(); }
private void Awake() { PlayerCombat = PlayerScript.Player.GetComponent <combat>(); StartPos = transform.position; }