private void Start() { animator = GetComponent <Animator>(); input = GetComponent <InputHandler>(); sprite = GetComponent <SpriteRenderer>(); hook = GetComponent <newHook>(); player = GetComponent <PlayerController>(); rigidbody = GetComponent <Rigidbody2D>(); }
private void TakeTheHook_OnCollect(object sender, System.EventArgs e) { //Activates hook script newHook playerHook = FindObjectOfType <newHook>(); playerHook.Has_hook = true; //Saves this state MemoryManager.Memory.HasHook = true; }
private void togglePlayer(bool toggle) { SpriteRenderer playerRenderer = player.GetComponent<SpriteRenderer> (); Rigidbody2D playerRigidBody = player.GetComponent<Rigidbody2D> (); newHook playerHook = player.GetComponent<newHook> (); surge.SetActive(false); playerRenderer.enabled = toggle; playerRigidBody.simulated = toggle; playerHook.enabled = toggle; gun.GetComponent<newGun>().enabled = toggle; }
private void Start() { //Objetos de posição arrow = GameObject.FindGameObjectWithTag("HookArrow"); //Quando não está proximo de um ponto de hook, objeto se mantem proximo ao player target = GameObject.FindGameObjectWithTag("Target"); //Apenas um Objeto de visualização player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); hook = GameObject.FindGameObjectWithTag("Player").GetComponent <newHook>(); input = GameObject.FindGameObjectWithTag("Player").GetComponent <InputHandler>(); arrow_old_position = arrow.transform.localPosition; }
void Start() { //recebe os componentes hook = GetComponent <newHook>(); input = GetComponent <InputHandler>(); rb = GetComponent <Rigidbody2D>(); hook_force *= 0.01f; rb.gravityScale = 1; //set velocity of jump by head count jump_max_velocity = Mathf.Sqrt(jump_max_heads * head_scale * Physics2D.gravity.y * -2); jump_min_velocity = Mathf.Sqrt(jump_min_heads * head_scale * Physics2D.gravity.y * -2); MemoryManager.OnSave += passAnimator; }