private void Start() { //_playerHealth = gameObject.GetComponent<PlayerHealth>(); _playerHealth = GetComponentInParent <PlayerHealth>(); _playerRespawn = GetComponentInParent <PlayerRespawn>(); _playerMovement = GetComponentInParent <PlayerMovement>(); }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Ball")) { PlayerRespawn.Respawn(); } }
public override void FixedUpdate() { base.FixedUpdate(); //Check to see if the Unit needs to wait if (wait) { return; } //Check to see if it's Game Over if (GameManager.instance.playerLives <= 0) { disable(); } if (Dead && GameManager.instance.playerLives > 0) { //Will need to Respawn PlayerRespawn.Instantiate(); //Destroy the current Player Destroy(gameObject); } //Check if Unit moved Move(); //Check if Unit Attacked Attack(); }
void OnTriggerEnter2D(Collider2D Col) { if (Col.transform.tag == AllTagsConstants.alienTag || Col.transform.tag == AllTagsConstants.humanTag) { _playerRespawn = Col.GetComponent <PlayerRespawn>(); _playerRespawn._respawnPoint = gameObject; } }
public void ResetFlower() { m_flowerManager.FlowerDropped(); m_flowerVisual.transform.localPosition = Vector3.zero; transform.parent = null; m_playerRespawn = null; m_currentPlayerTransform = null; }
private void Start() { if (deathTextOverlay) { deathTextOverlay.SetActive(false); } playerRespawn = FindObjectOfType <PlayerRespawn>(); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { PlayerRespawn playerRespawn = collision.gameObject.GetComponent <PlayerRespawn>(); playerRespawn.Respawn(); } }
void Start() { healthBar = FindObjectOfType <Scrollbar>(); spawner = GameObject.FindGameObjectWithTag("Player Spawn").GetComponent <ObjectSpawn>(); deathScreen = GameObject.Find("Death Parent").transform.GetChild(0).gameObject; inventoryUI = GameObject.Find("Inventory").transform.gameObject; counter = FindObjectOfType <PlayerRespawn>(); deathScreen.SetActive(false); isDead = false; health = 1f; }
private void OnTriggerEnter(Collider other) { PlayerRespawn playerRespawn = other.GetComponent <PlayerRespawn>(); if (playerRespawn) { playerRespawn.setRespawnTransform(transform.GetChild(0).position, transform.GetChild(0).eulerAngles.y); } Debug.Log("Checkpoint"); }
private void OnCollisionEnter2D(Collision2D collision) { // This code gets called each frame player is inside trigger. if (collision.gameObject.tag == "Player") { PlayerRespawn playerRespawn = collision.gameObject.GetComponent <PlayerRespawn>(); playerRespawn.Respawn(); } }
/// <summary> /// opens the door for the first time if the set miniboss (enemy) is destroyed /// if a checkpoint is attatched, set it as the new checkpoint when the miniboss (enemy) dies /// </summary> private void CheckIfMiniBossDestroyed() { if (miniBoss == null && !doorOpen) { InitialOpenDoor(); if (optionalCheckPoint != null) { PlayerRespawn.SetCheckPoint(optionalCheckPoint); } doorOpen = true; //just stops it from running OpenDoor over and over } }
// Start is called before the first frame update void Start() { PV = GetComponent <PhotonView>(); if (!PV.IsMine) { return; } if (PR == null) { PR = this; } avatar = GetComponent <AvatarSetup>(); avatarCombat = GetComponent <AvatarCombat>(); }
void Awake() { // add so number of upgrades will be saved and load data AddToSaveableObjects(); LoadData(); // set max health to include number of uppgrades found _maxHealth += (_numUpgrades * _extraHealthPerUpgrade); _currentHealth = _maxHealth; // get the color of the sprite _originalColor = GetComponent <SpriteRenderer>().color; _playerRespawn = GetComponent <PlayerRespawn>(); }
// this function will start the coroutine Death public IEnumerator Death() { if (!canRunSpawnCode) { yield break; } else { canRunSpawnCode = false; } UnityEngine.Debug.Log("Starting Death IEnumerator"); PlayerDeathStart.Invoke(); Time.timeScale = 0.0f; // will appear to freeze the game yield return(new WaitForSecondsRealtime(freezeFrameLength)); // how long to freeze the game // death animation PlayerDeathAfterFreeze.Invoke(); GameObject sparks = Instantiate(PlayerDeathSparks, Player.transform.position, Quaternion.identity); Destroy(Player); // clearing all enemies from the map yield return(new WaitForSecondsRealtime(enemyClearDelay)); stopAllSpawners(); Time.timeScale = 1.0f; findEnemies(); destroyEnemies(); // respawn player if (lives > 0) { yield return(new WaitForSeconds(respawnDelay)); respawnPlayer(); Rebind(); playerInputScript.Rebind(); PlayerRespawn.Invoke(); yield return(new WaitForSeconds(spawnerRestartDelay)); startAllSpawners(); EnemiesRestartRespawning.Invoke(); } canRunSpawnCode = true; }
public virtual void Start() { animations = new PlayerAnimator(); #endif move = new PlayerMove(transform, animations); rotate = new PlayerRotate(transform); fall = new PlayerFall(transform, animations); respawner = new PlayerRespawn(animations, player_effects[1]); platforming = new PlayerSetMovements(transform, gameObject, move, rotate, fall, animations, respawner, player_effects[0]); health_bar = new PlayerHP(health, transform, respawner); move.SetMovementSpeed((float)movement_speed); rotate.SetRotationSpeed((float)rotation_speed); rotate.SetIceRotationSpeed((float)ice_rotation_speed); fall.SetFallSpeed((float)fall_speed); platforming.SetMovementSpeed((float)movement_speed); platforming.SetIceMovementSpeed((float)ice_movement_speed); health_bar.SetHealthBarInVisibile(); #if BOLT state.SetTransforms(state.Transform, transform); state.SetAnimator(GetComponent <Animator>()); state.Animator.applyRootMotion = entity.isOwner; state.Animator.SetInteger("Type", 0); //Tiger = 0. //state.Stand = true; state.Animator.SetBool("Stand", true); //Player colors string player_network_id = entity.networkId.ToString(); player_network_id = player_network_id.Substring(Math.Max(0, player_network_id.Length - 2)); player_network_id = player_network_id[0].ToString(); // if (entity.isOwner) { // if (player_network_id == "1") { // state.CubeColor = new Color(255, 0, 0); // } // else if (player_network_id == "2") { // state.CubeColor = new Color(0, 255, 0); // } // else { // state.CubeColor = new Color(255, 255, 255); // } // } // state.AddCallback("CubeColor", ColorChanged); #endif }
private void CheckFlowerRadius() { Collider2D[] cols = Physics2D.OverlapCircleAll(transform.position, m_flowerRadius, m_playerMask); foreach (Collider2D col in cols) { if (m_currentPlayerTransform != null) { if (col.gameObject.transform.parent != m_currentPlayerTransform) { if (m_canSwap) { m_currentPlayerTransform = col.gameObject.transform.parent; transform.parent = m_currentPlayerTransform; transform.localPosition = Vector3.zero; m_playerRespawn = m_currentPlayerTransform.GetComponent <PlayerRespawn>(); ObjectStatus(true); m_flowerSwapped.Invoke(); StartCoroutine(CanPickUp()); } } } else { m_currentPlayerTransform = col.gameObject.transform.parent; transform.parent = m_currentPlayerTransform; transform.localPosition = Vector3.zero; m_playerRespawn = m_currentPlayerTransform.GetComponent <PlayerRespawn>(); ObjectStatus(true); StartCoroutine(CanPickUp()); m_flowerPickedUp.Invoke(); m_flowerManager.FlowerPickedUp(); } } if (Physics2D.OverlapCircle(transform.position, m_flowerRadius, m_safeZone) != null) { m_currentPlayerTransform = null; m_scoreManager.ChangeScore(m_flowerAwardScore); ResetFlower(); m_flowerReturned.Invoke(); m_spookyManager.ChangeSpookyTime(false); gameObject.SetActive(false); } }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; DontDestroyOnLoad(this.gameObject); } if (useCheckpointPos) { instance.ResetPlayer(); } }
private void Awake() { _playerRespawn = FindObjectOfType <PlayerRespawn>(); if (!_playerRespawn) { return; } _playerRespawn.NextLevel = NextLevel; _playerRespawn.EndGameCanvas = EndGameCanvas; _playerRespawn.middle = MiddleImage; _playerRespawn.respawn = RespawnButton; _playerRespawn.restart = RestartButton; _playerRespawn.EndGameMessage = EndGameMessage; _playerRespawn.uiAnimator = Animator; DataManager.ToTheCloud(DataKeys.FUSION_SEQUENCE, FusionSequence); }
public void TakeDamage(PlayerRespawn p_playerRespawn) { m_health -= (m_spookyTimeManager.IsSpookyTimeActive()) ? m_spookyTimeDamage : m_defaultDamage; GameObject.Find("Health").GetComponent <ValueHandler>().ValueSet(m_health); if (m_health <= 0) { foreach (PlayerRespawn player in m_playerRespawns) { player.OtherPlayerDied(); } m_outOfLivesEvent.Invoke(); m_coinCheckDelay = StartCoroutine(DeathDelay()); } else { p_playerRespawn.StartRespawnFunction(); } }
/// <summary> /// Quand le personnage reste dans le trigger, on désactive tout /// </summary> /// <param name="other"></param> private void OnTriggerStay2D(Collider2D other) { if (timeBeforeEnd < 0) { PlayerRespawn.EndLevel(); timeManager.EndTimer(); player.SetActive(false); Map.SetActive(false); UI.SetActive(false); questionCanvas.SetActive(false); greetingsCanvas.SetActive(false); confetti.SetActive(true); endMenuUI.SetActive(true); cameraController.setShouldMove(false); setTime(); setScore(); } }
public void destroy() { if (playerHere) { //todo: 传送player 回家,写日记并开始新的一天 PlayerRespawn respawn = FindObjectOfType <PlayerRespawn>(); respawn.respawn(); //attr.gameObject.transform.position = GameEvents.Sigton.onTheDestroyedIsland.Invoke(); } inactiveIsland.SetActive(true); activeIsland.SetActive(false); m_condition = IslandCondition.DESTROYED; foreach (Island nearbyIsland in nearbyIslands) { nearbyIsland.onNearbyIslandDestroy(); } IslandDestroyed.Invoke(); }
void Awake() { _playerHealth = GetComponent <PlayerHealth>(); _playerDeath = GetComponent <PlayerDeath>(); _playerRespawn = FindObjectOfType <PlayerRespawn>(); }
// Use this for initialization void Start() { shipScript = GetComponent<ShipScript>(); rb = GetComponent<Rigidbody>(); pfx = GetComponent<PlayerFX>(); playerRespawn = GetComponent<PlayerRespawn>(); hullOnline = GetComponent<HullOnline>(); hullOnline.RB = rb; hullOnline.SetBuoyancy = GetComponent<BuoyancyScript>(); Reset(); }
internal void OnPlayerRespawn(PlayerInfo player) { PlayerRespawn?.Invoke(this, player); }
void Start() { instance = this; }
private void Start() { playerRespawn = FindObjectOfType <PlayerRespawn>(); }
void Awake() { _playerHealth = GetComponent<PlayerHealth>(); _playerDeath = GetComponent<PlayerDeath>(); _playerRespawn = FindObjectOfType<PlayerRespawn>(); }
void Start() { _playerRespawn = FindObjectOfType <PlayerRespawn> (); }
void Awake() { _playerRespawn = GameObject.FindGameObjectWithTag(Tags.PLAYER).GetComponent <PlayerRespawn>(); }
void Start() { respawnScript = GameObject.FindWithTag("GameController").GetComponent <PlayerRespawn>(); tracer = GameObject.FindGameObjectWithTag("Tracer"); }
void Awake() { current = this; }
void Start() { onlineRef = GameObject.Find("OnlineSceneReferences").GetComponent<OnlineSceneReferences>(); shipAttributes = GetComponent<ShipAttributesOnline>(); objRigidBody = GetComponent<Rigidbody>(); //Store initial position and rotation Vector3 initialPosition = transform.position; Quaternion initialRotation = transform.rotation; //Reset object's position and rotation transform.position = Vector3.zero; transform.rotation = Quaternion.identity; objBounds = GetComponent<Collider>().bounds; //Set initial position and rotation back transform.position = initialPosition; transform.rotation = initialRotation; onlineInput = GetComponent<OnlinePlayerInput>(); customOnlinePlayer = GetComponent<CustomOnlinePlayer>(); playerRespawn = GetComponent<PlayerRespawn>(); rightCannons = rightSide.GetComponent<CannonGroup>(); leftCannons = leftSide.GetComponent<CannonGroup>(); rightLR = rightSide.GetComponent<LineRenderer>(); leftLR = leftSide.GetComponent<LineRenderer>(); SetupCamera(); SetupControls(); ResetShootAndMovement(); }