// Start is called before the first frame update
 void Start()
 {
     collider = this.GetComponent <SphereCollider>();
     //playerAnim = player.GetComponent<Animator>();
     playerScript = player.GetComponent <playerControlLerpSmoothAnim>();
     upgradeFist  = transform.GetChild(5).gameObject;
 }
Exemplo n.º 2
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    private void Start()
    {
        RaycastHit hit;

        Physics.Raycast(playerStandAt.position, Vector3.down, out hit);
        playerStandAt.position = hit.point;
        player = FindObjectOfType <playerControlLerpSmoothAnim>();
    }
Exemplo n.º 3
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    //overrides parent function of same name
    public override void Pickup(Collider player)
    {
        //the script we want to edit is in the parented object
        playerControlLerpSmoothAnim stats = player.GetComponent <playerControlLerpSmoothAnim>();

        stats.speedAltered = true;
        stats.topSpeed     = change;

        killRoutine();
    }
    //overrides parent function of same name
    public override void Pickup(Collider player)
    {
        //get the script we want to edit
        playerControlLerpSmoothAnim stats = player.GetComponent <playerControlLerpSmoothAnim>();

        stats.jumpAltered = true;
        stats.maxJumps    = change;

        killRoutine();
    }
Exemplo n.º 5
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    void Start()
    {
        playerControlLerpSmoothAnim = player.GetComponent <playerControlLerpSmoothAnim>();
        //lock cursor
        Cursor.lockState = CursorLockMode.Locked;

        camScript = camera.GetComponent <CameraLook>();
        jonesTire = GetComponent <CharacterController>();

        oldPosUpdateScript = oldPosObj.GetComponent <oldPosUpdate>();
    }
    // Start is called before the first frame update
    void Start()
    {
        camTrans = Camera.GetComponent <camTransition>();
        camLook  = Camera.GetComponent <CameraLook>();

        PlayerScript = Player.GetComponent <playerControlLerpSmoothAnim>();

        DoorAnim       = Door.GetComponentInChildren <Animator>();
        DoorAnim2      = Door2.GetComponentInChildren <Animator>();
        ButtonAnim     = gameObject.GetComponent <Animator>();
        ButtonRenderer = gameObject.GetComponent <Renderer>();
    }
 private void OnTriggerEnter(Collider other)
 {
     if (other.GetType() == typeof(CharacterController))//dont think i need this anymore
     {
         if (other.CompareTag("Player"))
         {
             playerScript = other.gameObject.GetComponent <playerControlLerpSmoothAnim>();
             if (playerScript.in2D)
             {
                 playerScript.in2D = false;
                 playerScript.path = null;
             }
         }
     }
 }
Exemplo n.º 8
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 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         playerScript = other.gameObject.GetComponent <playerControlLerpSmoothAnim>();
         if (!playerScript.in2D)
         {
             playerScript.in2D         = true;
             playerScript.path         = path;
             playerScript.pathPosition = lastKnownPos;
         }    /**
               * else if (playerScript.in2D)
               * {
               * playerScript.in2D = false;
               * playerScript.path = null;
               * lastKnownPos = playerScript.pathPosition;
               * }*/
     }
 }
Exemplo n.º 9
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 // Start is called before the first frame update
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     getP   = GameObject.FindGameObjectWithTag("Player").GetComponent <playerControlLerpSmoothAnim>();
     getA   = GameObject.FindGameObjectWithTag("Player").GetComponent <Attacking>();
 }
 // Start is called before the first frame update
 void Start()
 {
     topicTrans   = topic.transform;
     playerScript = topic.GetComponent <playerControlLerpSmoothAnim>();
 }
 private void Start()
 {
     playerController = GetComponentInParent <playerControlLerpSmoothAnim>();
 }
Exemplo n.º 12
0
    IEnumerator DoorOpenCutscene()
    {
        doorClosed = false;

        Camera camera = Camera.main;

        camera.enabled = false;

        GameObject obj        = new GameObject();
        Camera     tempCamera = obj.AddComponent <Camera>();

        tempCamera.transform.position = buttonCameraPos.position;
        tempCamera.transform.rotation = buttonCameraPos.rotation;
        playerControlLerpSmoothAnim player = FindObjectOfType <playerControlLerpSmoothAnim>();

        player.transform.position = playerStandAt.position;
        player.transform.rotation = playerStandAt.rotation;

        player.enabled = false;

        yield return(new WaitForSeconds(0.2f));



        if (buttonLight)
        {
            buttonLight.color = Color.green;
        }
        if (particles)
        {
            particles.Play();
        }
        if (GetComponent <AudioSource>())
        {
            GetComponent <AudioSource>().Play();
        }

        Vector3 insideWall = buttonObject.transform.position + (transform.forward * 0.2f);
        Vector3 original   = buttonObject.transform.position;

        while (Vector3.Distance(buttonObject.transform.position, insideWall) > 0.1f)
        {
            buttonObject.transform.position = Vector3.MoveTowards(buttonObject.transform.position, insideWall, Time.deltaTime * 4);
            yield return(0);
        }
        while (Vector3.Distance(buttonObject.transform.position, original) > 0.1f)
        {
            buttonObject.transform.position = Vector3.MoveTowards(buttonObject.transform.position, original, Time.deltaTime * 4);
            yield return(0);
        }

        if (doorCollapse)
        {
            doorCollapse.GetComponent <Rigidbody>().isKinematic = false;
            yield return(new WaitForSeconds(3f));
        }


        yield return(new WaitForSeconds(0.5f));

        wait = true;
        StartCoroutine(MoveCamera(tempCamera, doorCameraPos));
        while (wait)
        {
            yield return(0);
        }


        door.StartDoorOpen();

        while (!door.complete)
        {
            yield return(0);
        }


        Destroy(tempCamera);

        camera.enabled = true;
        player.enabled = true;

        yield break;
    }