Exemplo n.º 1
0
 private void Awake()
 {
     m_PlayerController  = GetComponent <PlayerController>();
     m_Rigidbody2D       = GetComponent <Rigidbody2D>();
     m_PlayerFXManager   = GetComponent <PlayerFXManager>();
     m_PlayerMelee       = GetComponent <PlayerMelee>();
     m_PlayerThrow       = GetComponent <PlayerThrow>();
     m_CapsuleCollider2D = GetComponent <CapsuleCollider2D>();
 }
Exemplo n.º 2
0
    [HideInInspector] public PlayerThrow m_Throw; //esto son para poder habilitar y deshabilitar el control una vez que se realizo un lanzamiento, aun que dberia hacerlo de forma iterna

    public void Setup()                           //para establecer las referencias y valores inicales
    //m_Player = Instantiate(m_PlayerPrefab, m_SpawnPosition.position, m_SpawnPosition.rotation) as GameObject;//esta es para la forma 2//sin embargo este escript no es hernecia de MonoBehavior, por lo tanto no tengo la funcion Instantiate, por eso la forma 2 no funciona
    {
        m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">Jugador " + m_PlayerNumber + "</color>";//parecidoa  html
        m_FinLanzamiento    = false;
        m_Aim   = m_Player.GetComponent <PlayerAim>();
        m_Throw = m_Player.GetComponent <PlayerThrow>();
        m_Throw.m_PlayerNumber = m_PlayerNumber;
        m_Player.SetActive(false);//todos los jugadores deben iniciar inactivos, los cativara y desactivara el gamemanager cuadno seasu turno
    }
Exemplo n.º 3
0
    void Start()
    {
        raycastOrigin = GetComponentInChildren <RaycastOrigin>().transform;
        playerThrow   = GetComponent <PlayerThrow>();

        SphereCollider c = raycastOrigin.GetComponent <SphereCollider>();

        if (c != null)
        {
            sphereCastRadius = c.radius;
        }

        InteractionButton.HoldEvent += StartPickup;
    }
Exemplo n.º 4
0
    //*******************************//
    //    MonoBehaviour Functions    //
    //*******************************//

    void Start()
    {
        m_controllerDeadzone  = 0.5f;
        m_normalTimeScale     = Time.timeScale;
        m_totalHookPoints     = new List <Collider2D>();
        m_controllerDirection = Vector2.zero;

        m_input = GetComponent <PlayerInput>();
        m_actor = GetComponent <Actor2D>();
        m_pm    = GetComponent <PlayerMovement>();
        m_rb    = GetComponent <Rigidbody2D>();
        m_pa    = GetComponent <PlayerAnim>();
        m_pt    = GetComponent <PlayerThrow>();

        if (m_hookPointVisualization != null)
        {
            m_hookPointVisualization.GetComponent <HookPointVisualization>().SetObjectScale(m_hookRadius);
        }
    }
 public void PlayerThrown(PlayerThrow throwType)
 {
     Debug.Log(this.transform.name + " " + throwType + "N!");
 }
Exemplo n.º 6
0
 // Start is called before the first frame update
 void Start()
 {
     playerThrow = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerThrow>();
 }