상속: MonoBehaviour
    // Start is called before the first frame update
    void Start()
    {
        Tilemap[] Tilemaps;
        Tilemaps = GameObject.FindObjectsOfType <Tilemap>();
        for (int i = 0; i < Tilemaps.Length; i++)
        {
            if (Tilemaps[i].tag == "tilemap")
            {
                tilemap = Tilemaps[i];
                break;
            }
        }
        load        = tilemap.GetComponent <Load>();
        pathfinding = tilemap.GetComponent <pathfinding>();
        Player      = GameObject.FindGameObjectWithTag("Player").transform;
        Tilemap[] tilemaps;
        tilemaps = GameObject.FindObjectsOfType <Tilemap>();
        for (int i = 0; i < tilemaps.Length; i++)
        {
            if (tilemaps[i].tag == "HighLight")
            {
                HighLight = tilemaps[i];
                break;
            }
        }

        EnemyMapPosition = tilemap.WorldToCell(transform.position);

        transform.position = tilemap.CellToWorld(EnemyMapPosition);
        playerMovement     = GameObject.FindGameObjectWithTag("Player").GetComponent <playerMovement>();
        nextTurn           = GameObject.FindGameObjectWithTag("Canvas").GetComponent <NextTurn>();
    }
예제 #2
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 void Start()
 {
     player      = GameObject.FindWithTag("Player");
     pauseThings = GameObject.FindGameObjectsWithTag("pauseMenu");
     // enemies = GameObject.FindGameObjectsWithTag("enemy");
     playerMovement = player.GetComponent <playerMovement>();
 }
예제 #3
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    // Use this for initialization


    void Start()
    {
        playerMov = transform.GetComponentInParent <playerMovement> ();
        playerRB  = transform.GetComponentInParent <Rigidbody> ();
        jumpForce = 1700;
        downForce = 1000;
    }
예제 #4
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 // Start is called before the first frame update
 void Start()
 {
     playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <playerMovement>();
     NextTurnButton = transform.GetComponentInChildren <Button>();
     Panel          = GameObject.FindGameObjectWithTag("EventPanel").GetComponent <Image>();
     Panel.gameObject.SetActive(false);
 }
 private void Start()
 {
     playMove     = FindObjectOfType <playerMovement>();
     damage       = playMove.rangedDamage;
     lifetimeTime = lifeTime;
     fire         = FindObjectOfType <Fire>();
 }
예제 #6
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    // Update is called once per frame
    void Update()
    {
        if (movement == null)
        {
            movement = GameObject.FindGameObjectWithTag("VRPlayer").GetComponent <playerMovement>();
        }
        if (Input.GetMouseButtonDown(0))
        {
            RaycastHit hit;
            Ray        ray = gameObject.GetComponentInChildren <Camera>().ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit, 100.0f))
            {
                //Debug.Log(hit.point);
                if (hit.transform != null)
                {
                    CmdgiveTarget(hit.point);
                }
            }
        }
        float vertical   = Input.GetAxis("Vertical") * 10 * Time.deltaTime;
        float horizontal = Input.GetAxis("Horizontal") * 10 * Time.deltaTime;

        transform.Translate(horizontal, 0, vertical);
        {
        }
    }
예제 #7
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 public void Start()
 {
     goalsMade         = 0;
     movement          = this.GetComponent <playerMovement>();
     movement.playerId = playerId;
     coloredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(playerColor) + ">" + playerName + "</color>";
 }
 // Start is called before the first frame update
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     SC     = GameObject.FindObjectOfType <SliderScript>();
     PM     = GameObject.FindObjectOfType <playerMovement>();
     Instantiate(BossBullet, bulletPoint.position, Quaternion.identity);
 }
예제 #9
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 private void Start()
 {
     Invoke("LeaveProjectile", lifeTime);
     playMove     = FindObjectOfType <playerMovement>();
     damage       = playMove.rangedDamage;
     lifetimeTime = lifeTime;
 }
예제 #10
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    // Use this for initialization
    void Start()
    {
        anim = GetComponent <Animator> ();                      // Reference to the player's animator component.

        playerhealth   = GetComponent <Health>();
        playermovement = GetComponent <playerMovement> ();
    }
예제 #11
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    private void Update()
    {
        playerMovement movement = (GetComponent <playerMovement>() as playerMovement);

        if (word == keywords[0])
        {
            movement.GoLeft();
        }
        else if (word == keywords[1])
        {
            movement.GoRight();
        }
        else if (word == keywords[2])
        {
            movement.GoUp();
        }
        else if (word == keywords[3])
        {
            movement.GoDown();
        }
        else if (word == keywords[4])
        {
            movement.Stop();
        }
        else if (word == keywords[5])
        {
            movement.Revert();
        }
    }
예제 #12
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    private void OnCollisionEnter2D(Collision2D collision)
    {
        Scene wherearewe = SceneManager.GetActiveScene();

        if (collision.gameObject.tag == "Player")
        {
            playerMovement tobechecked = collision.gameObject.GetComponent <playerMovement>();
            if (tobechecked.isDashing)
            {
                coinCount--;
                coinCountText.text     = "Boxes: " + coinCount;
                spriteRenderer.enabled = false;
                boxCollider2D.enabled  = false;
                if (coinCount <= 0)
                {
                    if (wherearewe.name == "demoscene")
                    {
                        coinCount = 8;
                        SceneManager.LoadScene(1);
                    }
                    else if (wherearewe.name == "lvtwo")
                    {
                        coinCount = 10;
                        SceneManager.LoadScene(2);
                    }
                    else if (wherearewe.name == "lvthree")
                    {
                        coinCountText.text = "VICTORY: \nPress Escape!!";
                        hasWon             = true;
                    }
                }
            }
        }
    }
예제 #13
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파일: RespawnBox.cs 프로젝트: Wilhu/Lowe
    void Start()
    {
        respawnpositions = new List <float>();
        respawns         = GameObject.FindGameObjectsWithTag("respawn");
        m_health         = player.GetComponent <PlayerHealth>();
        playerMovement   = player.GetComponent <playerMovement>();
        cameraFollow     = cameraObject.GetComponent <CameraFollow>();
        soundManager     = GameObject.Find("SoundManager");


        /* foreach(GameObject respawn in respawns)
         * {
         *   respawnpositions.Add(respawn.transform.position.x);
         *
         *   for(int i = 0; i<respawns.Length;i++)
         *   {
         *       if(respawn.transform.position.x<reverse[i].transform.position.x)
         *       {
         *
         *       }
         *   }
         * }*/

        reverse = Enumerable.Reverse(respawns).ToArray();
        for (int i = 0; i < respawnpositions.Count; i++)
        {
            Debug.Log(respawns[i]);
        }
        ClosestSpawn = 0;
    }
예제 #14
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    // Start is called before the first frame update
    void Start()
    {
        audioSource = GetComponent <AudioSource>();

        //make singleton
        if (instance != null)
        {
            Destroy(this);
        }
        else
        {
            instance = this;
        }

        //save spriterenderer
        sprite = GetComponent <SpriteRenderer>();

        //PlayerStats.player_tr = transform.position;
        if (PlayerStats.player_tr.x != 0 && PlayerStats.player_tr.y != 0 &&
            PlayerStats.player_tr.y != 0)
        {
            transform.position = PlayerStats.player_tr;
            Debug.Log(transform.position);
        }
    }
예제 #15
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    // Use this for initialization
    void Start()
    {
        //make sure this array is empty
        collidedObjects.Clear();
        thisPosition = this.transform.position;

        //we have to grab the renderer components from the game objects we're using to see the bounds of the layers
        maxRend  = maximumSphere.GetComponent <Renderer>();
        lay3Rend = layer3Sphere.GetComponent <Renderer>();
        lay2Rend = layer2Sphere.GetComponent <Renderer>();
        minRend  = minimumSphere.GetComponent <Renderer>();

        //we turn off the collider rendering during gameplay if we're not debugging
        if (!debug)
        {
            maxRend.enabled  = false;
            lay3Rend.enabled = false;
            lay2Rend.enabled = false;
            minRend.enabled  = false;
        }
        else //if debug is active, we want to turn them on
        {
            maxRend.enabled  = true;
            lay3Rend.enabled = true;
            lay2Rend.enabled = true;
            minRend.enabled  = true;
        }

        pmScript = (playerMovement)GameObject.FindWithTag("Player").transform.GetChild(0).gameObject.GetComponent(typeof(playerMovement));

        //set the ray to start at our position
        ray.origin = this.transform.position;
        //set it's direction
        ray.direction = this.transform.forward;
    }
 public LayerMask powerMask; //stops the wind power from blocking light
 void Start()
 {
     lights         = new List <GameObject>();
     movementScript = GetComponent <playerMovement>();
     finalMask      = wallMask | groundMask | ceilingMask; //sets the layer mask to be equal to all of the layers
     InvokeRepeating("checkIsInLight", 0f, 0.25f);         //will check every quarter second instead of every frame to improve performance
 }
예제 #17
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 // Start is called before the first frame update
 void Start()
 {
     rb             = GetComponent <Rigidbody>();
     playerMovement = gameObject.GetComponent <playerMovement>();
     playerScore    = gameObject.GetComponent <PlayerScore>();
     dodgeRender    = gameObject.GetComponent <PlayerDodgeRender>();
 }
예제 #18
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 private void Start()
 {
     this.isBoy = GameManager.instance.gender;
     this.isBoy.genderOnChange += onGenderChange;
     PlayerMovement             = GetComponent <playerMovement>();
     genderChecker();
 }
예제 #19
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    /// <summary>
    /// Called with trigger
    /// </summary>
    /// <param name="other"></param>
    private void OnTriggerStay2D(Collider2D other)
    {
        playerMovement player = other.GetComponent <playerMovement>();

        if (player != null && room.getIsOpen())
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Open();
            }
        }

        if (!isOpen && room.getIsOpen())
        {
            sRenderer.material = highlight;

            openButton.SetActive(true);
        }
        else
        {
            sRenderer.material = defult;

            openButton.SetActive(false);
        }
    }
예제 #20
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 private void OnTriggerExit(Collider otherobject)
 {
     if (otherobject.gameObject.GetComponent <playerMovement>())
     {
         inRange = null;
     }
 }
예제 #21
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    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player") //if player collects growup

        {
            GameObject      go         = GameObject.Find("Player");
            playerCollision player_col = go.GetComponent <playerCollision>();

            float total_Children = player_col.getTotalChildren();
            total_Children += 1;      //increase its total children
            player_col.setTotalChildren(total_Children);
            Destroy(this.gameObject); //destroy collected one


            playerMovement player_mov = go.GetComponent <playerMovement>();



            //instantiate new cube
            GameObject a = Instantiate(myPrefab, new Vector3(other.transform.position.x, (other.transform.position.y + (total_Children * 1.1f)), other.transform.position.z), Quaternion.identity);
            rb = a.GetComponent <Rigidbody>();
            a.transform.parent = other.GetComponent <Rigidbody>().transform;



            //add it into the list
            player_col.growUp_list.Add(a);
        }
    }
예제 #22
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    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < playerPool.childCount; i++)
        {
            if (playerPool.GetChild(i).gameObject.activeSelf)
            {
                playerMovement pMove = playerPool.GetChild(i).GetComponent <PlayerInfo>().thisPlayerMove;
                inputMovement = new Vector3(InputManager.Devices[i].LeftStick.X, 0, InputManager.Devices[i].LeftStick.Y);
                pMove.MovePlayer(inputMovement);

                inputRotation = new Vector3(InputManager.Devices[i].RightStick.X, 0, InputManager.Devices[i].RightStick.Y);
                pMove.RotatePlayer(inputRotation);
            }
        }
        //inputMovement = new Vector3(InputManager.ActiveDevice.LeftStick.X, 0, InputManager.ActiveDevice.LeftStick.Y);
        //playerMovement.MovePlayer(inputMovement);


        //inputRotation = new Vector3 (InputManager.ActiveDevice.RightStick.X,0,InputManager.ActiveDevice.RightStick.Y);
        //playerMovement.RotatePlayer(inputRotation);
        for (int i = 0; i < InputManager.Devices.Count; i++)
        {
            if (InputManager.Devices[i].RightTrigger.WasPressed)
            {
                if (playerPool.GetChild(i).gameObject.activeSelf)
                {
                    playerPool.GetChild(i).GetComponent <PlayerInfo>().thisPlayerShoot.Shoot();
                }
            }
        }
    }
예제 #23
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    IEnumerator ElevatorRide()
    {
        rideComplete = false;
        myMusic.Play();
        myRideSound.Play();
        SceneManager.MoveGameObjectToScene(myElevator, SceneManager.GetSceneAt(0));
        travelTimer = 0;
        while (!loadingDone)
        {
            travelTimer += Time.deltaTime;
            yield return(null);
        }

        foreach (GameObject gameObject in SceneManager.GetSceneAt(2).GetRootGameObjects())
        {
            if (gameObject.name == "Elevator")
            {
                otherElevator = gameObject;
            }
        }
        MusicManager.instance.StopClip(oldScene.name, true);
        SceneManager.UnloadSceneAsync(oldScene.buildIndex);
        GlobalGameStateManager.instance.LoadState(GameStateManager.instance.gameState);
        GameStateManager.instance.InitiateGameState();
        while (loadingDone && travelTimer < travelTime)
        {
            travelTimer += Time.deltaTime;
            yield return(null);
        }
        float            angularDifference = otherElevator.transform.rotation.eulerAngles.y - myElevator.transform.rotation.eulerAngles.y;
        GameObject       playerParent      = new GameObject("PlayerParent");
        CameraController camController     = CameraController.instance;
        Transform        currentCamTrans   = camController.currentCam.transform;
        playerMovement   playerMoveScript  = player.GetComponent <playerMovement>();

        playerParent.transform.position = myElevator.transform.position;
        playerParent.transform.rotation = myElevator.transform.rotation;
        player.transform.parent         = playerParent.transform;
        currentCamTrans.parent          = playerParent.transform;
        playerParent.transform.position = otherElevator.transform.position;
        playerParent.transform.RotateAround(otherElevator.transform.position, Vector3.up, angularDifference);
        player.transform.parent = null;
        currentCamTrans.parent  = null;
        camController.ResetToPlayer();
        playerMoveScript.currentForward = new Vector3(currentCamTrans.forward.x, 0, currentCamTrans.forward.z).normalized;
        playerMoveScript.currentRight   = new Vector3(currentCamTrans.right.x, 0, currentCamTrans.right.z).normalized;
        myMusic.Stop();
        myRideSound.Stop();
        myArrivalDing.Play();
        otherElevator.GetComponent <OpenElevator>().rightDoorAnim.SetTrigger("playerInteraction");
        otherElevator.GetComponent <OpenElevator>().leftDoorAnim.SetTrigger("playerInteraction");
        MusicManager.instance.PlayClip(otherElevator.scene.name, true);
        while (myArrivalDing.isPlaying)
        {
            yield return(null);
        }
        Destroy(myElevator.gameObject);
        Destroy(playerParent);
    }
예제 #24
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 void Awake()
 {
     anim = GetComponent <Animator>();                //绑定动画
     // playerAudio = GetComponent<AudioSource>();
     pMovement     = GetComponent <playerMovement>(); //绑定移动脚本
     pShooting     = GetComponentInChildren <playerShoot> ();
     currentHealth = startingHealth;                  //设置初始生命值
 }
예제 #25
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 // Use this for initialization
 void Start()
 {
     player         = GameObject.Find("Player");
     anim           = player.GetComponent <Animator>();
     playerMovement = player.GetComponent <playerMovement>();
     GameInfo       = GameObject.Find("GameInfo");
     playerScore    = GameInfo.GetComponent <playerScore>();
 }
예제 #26
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 private void Start()
 {
     bcGun       = GetComponent <BoxCollider>();
     rbGun       = GetComponent <Rigidbody>();
     plScript    = player.GetComponent <playerMovement>();
     anim        = player.GetComponent <Animator>();
     audioSource = GetComponent <AudioSource>();
 }
예제 #27
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    // Use this for initialization
    void Start()
    {
        powerUpSpawnTimer = 5;

        powerUpFrequency = 3;
        pm = player.GetComponent <playerMovement>();
        spawn(-30);
    }
예제 #28
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 // Start is called before the first frame update
 void Start()
 {
     Physics2D.IgnoreLayerCollision(8, 11);
     player      = GameObject.FindGameObjectWithTag("Player");
     playerState = player.GetComponent <playerBase>();
     playerMov   = player.GetComponent <playerMovement>();
     anim        = GetComponent <animHandler>();
 }
예제 #29
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    // Start is called before the first frame update
    void Start()
    {
        powerupDurationCounter = 10f;

        dt = FindObjectOfType <distanceTravelled>();
        dh = FindObjectOfType <playerDamageHandler>();
        pm = FindObjectOfType <playerMovement>();
    }
예제 #30
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	void Start () 
	{
		dialogueScript 		 = dialogueManager.GetComponent<Dialogue> ();
		entranceScript 		 = gameObject.GetComponent<Entrance>();
		playerMovementScript = gameObject.GetComponent<playerMovement>();
		dancingScript 		 = giraffe.GetComponent<dancing>();
		endGameScript 		 = gameObject.GetComponent<EndGame> ();
	}
예제 #31
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파일: spareTimer.cs 프로젝트: BoyanShi/-
    //bool isDead;


    void Awake()
    {
        pHealth     = GameObject.FindGameObjectWithTag("Player").GetComponent <playerHealth>();
        anim        = GetComponent <Animator>();       //绑定动画
        pMovement   = GetComponent <playerMovement>(); //绑定自定义引动脚本
        pShooting   = GetComponentInChildren <playerShoot>();
        currentTime = startingTime;                    //设置初始生命值
    }
예제 #32
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    // Use this for initialization
    void Start()
    {
        player = FindObjectOfType<playerMovement> ();
        throwVelocity = (originalThrowVelocity + player.GetComponent<Rigidbody2D> ().velocity.x);

        if (player.transform.localScale.x < 0){
            throwVelocity = -originalThrowVelocity + player.GetComponent<Rigidbody2D> ().velocity.x;
            GetComponent<Transform> ().localScale = new Vector2 (-1.680365f, transform.localScale.y);
        }
    }
예제 #33
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    public Player(GameObject gameObject, uint playerNumber, playerClass pc)
    {
        myGameObject = gameObject;
        this.playerNumber = playerNumber;

        myPlayerMovement = myGameObject.GetComponent<playerMovement>();
        characterController = myGameObject.GetComponent<CharacterController>();

        myPlayerMovement.thisPlayer = PlayerNumConverter.IndexToPlayerNum(playerNumber);
        myPlayerMovement.myClass = pc;
    }
예제 #34
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 void Start()
 {
     playerCharacter = GameObject.Find("Player");
     p_Move = playerCharacter.GetComponent<playerMovement>();
 }
예제 #35
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    // Use this for initialization
    void Start()
    {
        singleton = GameObject.FindGameObjectWithTag ("DontDestroy");
        sS = singleton.GetComponent<GlobalSingleton> ();

        ownParticles = GetComponentInChildren<ParticleSystem> ();
        particleColor = ownParticles.startColor;
        ownParticles.Play ();

        player = GameObject.FindGameObjectWithTag ("Player");
        trail = GetComponent<TrailRenderer> ();
        playerS = player.GetComponent<playerMovement> ();
        if(!sS.inMenu){
            bulletManager = GameObject.FindGameObjectWithTag ("BulletManager");
            timerStart = bulletManager.GetComponent<BulletManager> ().bulletTimer;

        }
        timer = timerStart;
    }
예제 #36
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 // Use this for initialization
 void Start()
 {
     healthScript = GetComponent<playerMovement>();
     originalInvulrableTime = invulrableTime;
 }
예제 #37
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 // Use this for initialization
 void Start()
 {
     pls = player.GetComponent<playerMovement> ();
     blocksAvailable = BlocksTotal;
     blockMoveEffect = GetComponentInChildren<ParticleSystem> ();
 }
예제 #38
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 // Use this for initialization
 void Start()
 {
     bulletTimerText = GetComponent<TextMesh> ();
     //warningSystem = GetComponentInChildren<ParticleSystem> ();
     playerS = player.GetComponent<playerMovement> ();
     heartScr = heart.GetComponent<heartScript> ();
     timerZeroSound = GetComponent<AudioSource> ();
     scaleInitialSize = scaleObject.transform.localScale;
     scaleInitialSize2 = scaleObject2.transform.localScale;
     barScale = new Vector3(0f,0.4775151f,1);
 }
예제 #39
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 // Use this for initialization
 void Start()
 {
     healthScript = GetComponent<playerMovement>();
 }
예제 #40
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    // Use this for initialization
    void Start()
    {
        player = FindObjectOfType<playerMovement> ();

        isFollowing = true;
    }
예제 #41
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	// Use this for initialization
	void Start () {
        GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
        playerSpeed = playerObject.GetComponent<playerMovement>();
	}