// Use this for initialization void Start() { spirit = GetComponent <SpiritController>(); soulLight = GetComponentInChildren <Light>(); timer = lightDurability; }
void Start() { GUI = GameObject.FindGameObjectWithTag("GameUI"); interaction = GUI.GetComponent <Interaction>(); inventory = GUI.GetComponent <Inventory>(); interactable = false; inventoryActive = false; GeneralData.gamePaused = false; // get the last digit of the player name (1 / 2) playerNum = this.transform.name[this.transform.name.Length - 1]; playerNum -= 48; // Set Input system if (playerNum == 1) { input = GeneralData.inputPlayer1; } else if (playerNum == 2) { input = GeneralData.inputPlayer2; } // Load the previous position float[] pos = GeneralData.getPlayerbyNum(playerNum).pos; this.transform.position = new Vector3(pos[0], pos[1], pos[2]); if (PlayerPrefs.GetInt("Input" + playerNum) == -1) { profile = new Profile(playerNum, 0); } else { profile = new Profile(playerNum, PlayerPrefs.GetInt("Input" + playerNum)); } GeneralData.setProfile(playerNum, profile); Light light = GetComponentInChildren <Light>(); cam = GameObject.Find("Main Camera").GetComponent <CameraController>(); spirit = GameObject.FindGameObjectWithTag("Spirit").GetComponent <SpiritController>(); // set skills form DB setSkills(); attack = GetComponent <SkillManager>().getSkill(SkillsID.HeroAttack); reflect = GetComponent <SkillManager>().getSkill(SkillsID.Reflect); animator = GetComponent <Animator>(); movementManager = GetComponent <MovementManager>(); lastMove = Vector3.zero; if (GeneralData.multiplayer) { multiplayer = true; if (playerNum == 1) { secondPlayer.SetActive(true); secondPlayerExperience.SetActive(true); } else if (playerNum == 2) { //secondPlayer = GameObject.Find(this.transform.name.Substring(0, transform.name.Length-1)+"1"); } } audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefs.GetFloat("SFXVolume"); lastMove = Vector3.zero; // Added by Sidney (set hurt and death reactions) var health = GetComponent <HealthManager>(); health.setHurtCallback(() => { animator.SetTrigger("hurt"); if (hurtSound != null) { audioSource.PlayOneShot(hurtSound); } }); health.setDeathCallback(() => { // Play death animation animator.SetTrigger("death"); // Play death sound if (deathSound != null) { audioSource.PlayOneShot(deathSound); } // End the game //Time.timeScale = 0; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; UnityEngine.SceneManagement.SceneManager.LoadScene("GameOver"); Time.timeScale = 1f; }); }