Exemplo n.º 1
0
    void Awake()
    {
        character           = GetComponent <SCR_character>();
        attackReady         = true;
        attackBufferAllowed = true;

        dir = new GameObject("rangedDir");
        Transform dirTrans = dir.transform;

        dirTrans.parent             = transform;
        dir.transform.localPosition = Vector3.zero;

        SND_shot = SCR_main.SetupSoundArray(transform, shotSound, true, true);
    }
Exemplo n.º 2
0
    public void StartUp(bool isPlayer)
    {
        character           = GetComponent <SCR_character>();
        attackReady         = true;
        attackBufferAllowed = true;

        attackRange *= transform.localScale.x;

        if (isPlayer)
        {
            targetStr = "Enemy";
        }
        else
        {
            targetStr = "Player";
        }

        SND_attack    = SCR_main.SetupSoundArray(transform, attackSound, true, true);
        SND_attackHit = SCR_main.SetupSoundArray(transform, attackHitSound, true, true);
    }
Exemplo n.º 3
0
    public void StartUp(int id)
    {
        health    = healthMax;
        character = GetComponent <SCR_character>();

        bool deathSoundRandomPitch = true;

        if (character.isPlayer)
        {
            deathSoundRandomPitch = false;
        }
        //death sound
        SND_death = SCR_main.SetupSoundArray(transform, deathSound, deathSoundRandomPitch, true);

        GameObject healthBarInst = Instantiate(SCR_main.healthBarObj, Vector3.zero, Quaternion.identity) as GameObject;

        healthBar = healthBarInst.GetComponent <SCR_healthBar>();
        healthBar.StartUp(id);

        UpdateHealthBar();
    }
Exemplo n.º 4
0
    public void StartUp(bool isPlayer, int _damage)
    {
        damage = _damage;

        SND_impact = SCR_main.SetupSoundArray(transform, impactSound, true, true);

        if (GetComponent <SCR_projectileTrail> ())
        {
            trail = GetComponent <SCR_projectileTrail> ();
        }

        mesh = transform.Find(meshStr).GetComponent <Renderer> ();
        mesh.material.mainTexture = projectileTex;

        if (isPlayer)
        {
            targetStr = "Enemy";
        }
        else
        {
            targetStr = "Player";
        }
    }