void Start() { box = this.GetComponent <BoxCollider2D>(); anim = this.GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); holder = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraHolder>(); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); holder = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>().GetComponent <CameraHolder>(); box = this.GetComponent <BoxCollider2D>(); this.GetComponent <SpriteRenderer>().enabled = false; this.gameObject.layer = 2; }
/// <summary> /// Counteracts the rotation of the followed entity so that the camera always faces the <see cref="cameraWorldDirection"/>. /// </summary> void CorrectWorldDirection() { Vector3 localDirection = Vector3.Normalize(CameraHolder.WorldToLocal(CameraHolder.WorldPosition + cameraWorldDirection)); //Urho.IO.Log.Write(LogLevel.Debug, $"LocalDirection: {localDirection}"); CameraNode.Position = -localDirection * cameraDistance; //NOTE: Should probably check return value, but don't know what to do on failure. CameraNode.LookAt(CameraHolder.WorldPosition, Vector3.UnitY); }
void Start() { if (!transform.parent || !transform.parent.GetComponent <CameraHolder>()) { var holderGameObject = new GameObject("CameraSetup", typeof(CameraHolder)); transform.parent = holderGameObject.transform; } holder = transform.parent.GetComponent <CameraHolder>(); }
private void Awake() { //dejar esto en el awake si se cambia de lugar lo de abajo cameraHolder = FindObjectOfType <CameraHolder>(); playerManager = GetComponent <PlayerManager>(); playerStats = GetComponent <PlayerStats>(); rigidbody = GetComponent <Rigidbody>(); inputHandler = GetComponent <InputHandler>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); }
List <Transform> availableTargets = new List <Transform>(); // objetos en los que nos podemos enfocar private void Awake() //se llama al awake al cargar la instancia del script { singleton = this; myTransform = transform; defaultPosition = cameraTransform.localPosition.z; ignoreLayers = ~(1 << 8 | 1 << 9 | 1 << 10); //aca se pone los getComponent/ en este caso find object para llamar las otras clases targetTransform = FindObjectOfType <PlayerManager>().transform; //encuentra al personaje si se bugea la camara inputHandler = FindObjectOfType <InputHandler>(); playerManager = FindObjectOfType <PlayerManager>(); }
// Start is called before the first frame update void Start() { recibiendoDanyo = false; player = GameObject.FindGameObjectsWithTag("Player"); myplayer = player[0]; PlayerStats = myplayer.GetComponent <PlayerStats>(); inputHandler = FindObjectOfType <InputHandler>(); cameraHolder = FindObjectOfType <CameraHolder>(); //Debug.Log("Ha entrado en TakeDamege"); }
private void Awake() { nukeAudio = GameObject.FindObjectOfType <NukeAudio>(); clickerAudio = GetComponent <ClickerAudio>(); bombCounter = 0; resourceKeeper = GameObject.FindGameObjectWithTag("ResourceKeeper").GetComponent <ResourceKeeper>(); viewportCamera = GetComponent <Camera>(); cameraHolder = GameObject.FindGameObjectWithTag("CameraHolder").GetComponent <CameraHolder>(); matchTimer = GameObject.FindGameObjectWithTag("MatchTimer").GetComponent <MatchTimer>(); inspectMenu = GameObject.FindGameObjectWithTag("InspectMenu").GetComponent <InspectMenu>(); buyTileMenu = GameObject.FindGameObjectWithTag("BuyTileMenu").GetComponent <BuyTileMenu>(); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); control = player.GetComponent <PlayerControl>(); cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); holder = cam.GetComponent <CameraHolder>(); map = GameObject.FindGameObjectWithTag("Map").GetComponent <Map>(); LeftDown = new Vector2(this.transform.position.x - (0.5f * (LevelSize.x - 40f)), this.transform.position.y - (0.5f * (LevelSize.y - 22))); RightUp = new Vector2(this.transform.position.x + (0.5f * (LevelSize.x - 40f)), this.transform.position.y + (0.5f * (LevelSize.y - 22))); if (LevelIndex != control.currentLevel && link.Exists(x => x == control.currentLevel) == false) { this.gameObject.SetActive(false); } }
private void OnEnable() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); holder = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraHolder>(); Transition transition = (Transition)target; transition.spawnIndex = 0; if (transition.Spawn.Count() > 0) { transition.SpawningPoint = transition.Spawn[0]; } else { transition.SpawningPoint = Vector2.zero; } currentIndex = 0; }
private void Awake() { playerAttacker = GetComponent <PlayerAttacker>(); playerInventory = GetComponent <PlayerInventory>(); playerManager = GetComponent <PlayerManager>(); tutorial = FindObjectOfType <tutorialHandler>(); playerEffectsManager = GetComponentInChildren <PlayerEffectsManager>(); playerAnimatorManager = GetComponentInChildren <AnimatorHandler>(); weaponSlotManager = GetComponentInChildren <WeaponSlotManager>(); playerLocomotion = GetComponent <PlayerLocomotion>(); playerStats = GetComponent <PlayerStats>(); cameraHolder = FindObjectOfType <CameraHolder>(); UIManager = FindObjectOfType <UIManager>(); help_input = false; }
private void Awake() { //cameraHolder = CameraHolder.singleton; cameraHolder = FindObjectOfType <CameraHolder>(); }
private void Awake() { singleton = this; }
private void Start() { this.CameraHolder = GetComponentInChildren <CameraHolder>(); }
private void Awake() { GameObject cameraGO = GameObject.FindGameObjectWithTag("CameraHolder"); cameraHolder = cameraGO.GetComponent <CameraHolder>(); }