// Use this for initialization void Start() { oldControlValue = 1f; manager = GameObject.Find("GameManager").GetComponent <GameManager>(); if (manager == null) { Debug.LogWarning("No GameManager found!"); } flash = GameObject.Find("Flash Screen").GetComponent <FlashController>(); if (flash == null) { Debug.LogWarning("No Flash Screen Found!"); } if (transform.name == "Player") { //If this is the player, set isGhost to false. player = this.gameObject; isGhost = false; } else { //If this is not the player, assume it's the ghost. isGhost = true; //Find the player and get it's default time value for this ghost's life. player = GameObject.Find("Player"); timeLeft = player.GetComponent <GhostController>().defaultTime; //Make the player unable to move. player.GetComponent <MovementController>().movingEnabled = false; } }
// Update is called once per frame void Update() { // https://docs.unity3d.com/ScriptReference/Transform.LookAt.html // Rotate the camera every frame so it keeps looking at the target GameObject targetXZ = new GameObject(); Transform transformXZ = targetXZ.transform; Vector3 positionXZ = new Vector3(transformXZ.position.x, transform.position.y, transformXZ.position.x); transformXZ.position = positionXZ; transform.LookAt(targetXZ.transform); // Same as above, but setting the worldUp parameter to Vector3.left in this example turns the camera on its side //transform.LookAt(target, Vector3.left); transform.position += transform.forward * speed * Time.deltaTime; if (Vector3.Distance(transform.position, target.position) < 2.0f) { // TODO: Player is killed FlashController flash = flashObject.GetComponent <FlashController>(); flash.dead = true; audioSource.PlayOneShot(sound, 0.5f); } }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); flashController = GetComponent <FlashController>(); controller = GetComponent <PlayerController>(); animator = GetComponent <Animator>(); partsAnimator = GetComponent <PartsAnimator>(); }
protected override void Start() { base.Start(); spriteRenderer = GetComponent <SpriteRenderer>(); flashController = GetComponent <FlashController>(); currentState = BunnyIdleState.Instance; }
protected override void Start() { base.Start(); dashState = BunnyCrownState.Instance; flashController = GetComponent <FlashController>(); direction = Vector2.zero; dashSpeed = dashDistance / maxDashDuration; }
void Start() { staffBuilder = GetComponent <StaffBuilder>(); barBuilder = GetComponent <BarBuilder>(); colourController = GetComponent <ColourController>(); foreach (Material mat in itemMaterials) { mat.color = colourController.getItem(); } globalData = GetComponent <GlobalData>(); colourController.SortColours(); UICamera.backgroundColor = mainCamera.backgroundColor; staffBuilder.GenerateStaff(); cameraFlash = flashCamera.GetComponent <CameraFlash>(); flashController = GetComponent <FlashController>(); }
// Use this for initialization void Start() { Time.timeScale = 1; mainCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); if (mainCamera == null) { Debug.LogWarning("No camera found in scene!"); } flash = GameObject.Find("Flash Screen").GetComponent <FlashController>(); if (flash == null) { Debug.LogWarning("No flash found!"); } //set the current checkpoint to wherever the player is at the start. current_checkpoint = GameObject.Find("Player").transform.position; //Set up all colliders and renderers. updateObjects(false); Physics.IgnoreLayerCollision(11, 9, true); Physics.IgnoreLayerCollision(8, 12, true); Physics.IgnoreLayerCollision(11, 12, true); }
private void Start() { flashController = GetComponent <FlashController>(); noteController = GetComponent <NoteController>(); }
void Start() { flashController = GameObject.Find("Canvas/Flashes").GetComponent <FlashController> (); health = gameObject.GetComponent <PlayerHealth> (); }