Пример #1
0
    void Awake()
    {
        dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps> ();

        player_ref = dataComps.fpsPlayer_ref;
        player_Pos = player_ref.gameObject.transform;
    }
Пример #2
0
    void OnEnable()
    {
        myTransform         = transform;
        RemoveBodyComponent = GetComponent <RemoveBody>();
        Mathf.Clamp01(sloMoDeathChance);
        if (removeBody && RemoveBodyComponent)        //remove body timer starts if RwmoveBody.cs script is enabled
        {
            RemoveBodyComponent.enabled = false;
        }
        if (!AIComponent)
        {
            AIComponent = myTransform.GetComponent <AI>();
        }
        initialHitPoints = hitPoints;
        bodies           = GetComponentsInChildren <Rigidbody>();

        //GameObject Data;
        killEnemiesRef = GameObject.FindGameObjectWithTag("DataBase").GetComponent <KillAllEnemiesMission> ();

        if (AIComponent.factionNum == 3)         // check if enemy is from enemies faction
        {
            killEnemiesRef.EnemyCounter += 1;
        }

        if (gameObject.GetComponent <AudioSource> ())
        {
            audioS = gameObject.GetComponent <AudioSource> ();
        }

        datacomps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps> ();
    }
Пример #3
0
 // load datacomps
 void Awake()
 {
     if (dataComps == null)
     {
         dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();
     }
 }
Пример #4
0
    // destroys the part and if available it instantiates particles and emits a sound
    public void DestroyPart()
    {
        DataComps datacomps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();

        if (destroyParticles != null)
        {
            if (destroySfx != null)
            {
                g = Instantiate(destroyParticles, gameObject.transform.position, Quaternion.identity) as GameObject;

                Destroy(g, 5.0f);

                if (g.GetComponent <AudioSource> () && destroySfx)
                {
                    g.GetComponent <AudioSource> ().PlayOneShot(destroySfx, datacomps.sfxVolume);
                }

                Destroy(gameObject);

                return;
            }
            else
            {
                g = Instantiate(destroyParticles, gameObject.transform.position, Quaternion.identity) as GameObject;
                Destroy(g, 5.0f);
                Destroy(gameObject);
            }

            Destroy(gameObject);
        }

        Destroy(gameObject);
    }
Пример #5
0
    void OnValidate()
    {
        if (dataComps == null)
        {
            dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();
        }

        camFader_ref = GameObject.Find("CameraFader").GetComponent <CameraFader>();
    }
Пример #6
0
    void Start()
    {
        if (dataComps == null)
        {
            dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();
        }

        skipButton.SetActive(false);
        gameplayCanvas.SetActive(false);
        ControlGameUI(false);
    }
    void Awake()
    {
        if (resultsCanvas.activeSelf == true)
        {
            resultsCanvas.SetActive(false);
        }

        if (!dataComps)
        {
            dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps> ();
        }
    }
Пример #8
0
    // when player selects a team, the current skin must be updated



    public void SetTeamSkin(int teamNum)
    {
        team = teamNum;

        currentSkin = texture[team - 1];

        dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();

        dataComps.playerWeps_ref.CurrentWeaponBehaviorComponent.gameObject.SetActive(false);

        StartCoroutine(ReActivateCo());

        playerFeet.material.SetTexture("_MainTex", feetTexture[team - 1]);
    }
Пример #9
0
    void Start()
    {
        startingHP = hp;

        if (!mesh_r)
        {
            mesh_r = GetComponent <MeshRenderer>();
        }

        dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();

        playerSpeaker = dataComps.playerSpeaker_ref.GetComponent <AudioSource>();

        smallTimer = new WaitForSeconds(0.1f);
    }
Пример #10
0
    void Awake()
    {
        if (!dataComps)
        {
            dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();
        }

        if (SaveSystem.GetFirstTime() == true)
        {
            musicVolSlider.value = 0.5f;
            sfxVolSlider.value   = 0.8f;
        }
        for (int i = 0; i < objectsToToggle.Length; i++)
        {
            objectsToToggle[i].SetActive(false);
        }
    }
Пример #11
0
    void Awake()
    {
        if (!dataComps_ref)
        {
            dataComps_ref = gameObject.GetComponent <DataComps>();
        }

        if (!fpsPlayer_ref)
        {
            fpsPlayer_ref = dataComps_ref.fpsPlayer_ref;
        }

        if (pauseCanvasObj.activeSelf)
        {
            pauseCanvasObj.SetActive(false);
        }
    }
Пример #12
0
    void LoadReferences()
    {
        if (dataComp == null)
        {
            dataComp = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps> ();
        }

        if (dataComp && playerJump_ref == null)
        {
            playerJump_ref = dataComp.fpsPlayer_ref.GetComponent <PlayerJumpPad> ();
        }

        // if there si a mesh renderer, turn off the Arrow or target graphic
        if (target.gameObject.GetComponent <MeshRenderer> ())
        {
            target.gameObject.GetComponent <MeshRenderer> ().enabled = false;
        }
    }
Пример #13
0
    void Start()
    {
        datacomps        = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();
        pauseManager     = datacomps.gameObject.GetComponent <PauseManager> ();
        myTransform      = transform;   //define transforms for efficiency
        mainCamTransform = Camera.main.transform;

        //set up external script references
        InputComponent                 = playerObj.GetComponent <InputControl>();
        FPSWalkerComponent             = playerObj.GetComponent <FPSRigidBodyWalker>();
        FPSPlayerComponent             = playerObj.GetComponent <FPSPlayer>();
        IronsightsComponent            = playerObj.GetComponent <Ironsights>();
        CameraControlComponent         = mainCamTransform.GetComponent <CameraControl>();
        CurrentWeaponBehaviorComponent = weaponOrder[firstWeapon].GetComponent <WeaponBehavior>();

        WeaponBehavior BackupWeaponBehaviorComponent = weaponOrder[backupWeapon].GetComponent <WeaponBehavior>();

        weaponBehaviors = myTransform.GetComponentsInChildren <WeaponBehavior>(true);

        aSources             = transform.GetComponents <AudioSource>();
        aSource              = playerObj.AddComponent <AudioSource>();
        aSource.spatialBlend = 0.0f;
        aSource.playOnAwake  = false;

        //Create instance of GUIText to display ammo amount on hud. This will be accessed and updated by WeaponBehavior script.
        ammoGuiObjInstance = Instantiate(FPSPlayerComponent.ammoGuiObj, Vector3.zero, myTransform.rotation) as GameObject;

        //set the weapon order number in the WeaponBehavior scripts
        for (int i = 0; i < weaponOrder.Length; i++)
        {
            weaponOrder[i].GetComponent <WeaponBehavior>().weaponNumber = i;
        }

        currentGrenade = 0;
        GrenadeWeaponBehaviorComponent = grenadeOrder[currentGrenade].GetComponent <WeaponBehavior>();
        grenadeWeapon = GrenadeWeaponBehaviorComponent.weaponNumber;

        //Select first weapon, if firstWeapon is not in inventory, player will spawn unarmed.
        if (weaponOrder[firstWeapon].GetComponent <WeaponBehavior>().haveWeapon)
        {
            StartCoroutine(SelectWeapon(firstWeapon));
        }
        else
        {
            StartCoroutine(SelectWeapon(0));
        }

        //set droppable value for backup weapon to false here if it was set to true in inspector
        //to prevent multiple instances of backup weapon from being dropped and not selecting next weapon
        BackupWeaponBehaviorComponent.droppable = false;
        //set addsToTotalWeaps value for backup weapon to false here if it was set to true in inspector
        //to prevent picking up a backup weapon from swapping current weapon
        BackupWeaponBehaviorComponent.addsToTotalWeaps = false;

        UpdateTotalWeapons();

        //automatically assign sunlight object for weapon shading
        if (!sunLightObj)
        {
            Light[] lightList = FindObjectsOfType(typeof(Light)) as Light[];
            for (int i = 0; i < lightList.Length; i++)
            {
                if (lightList[i].type == LightType.Directional && lightList[i].gameObject.activeInHierarchy)
                {
                    sunLightObj = lightList[i].transform;
                    break;
                }
            }
        }
    }
Пример #14
0
    void LoadRefs()
    {
        dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>();

        player_T = dataComps.fpsPlayer_ref.transform;
    }
Пример #15
0
 void Awake()
 {
     audioS    = gameObject.GetComponent <AudioSource>();
     dataComps = GameObject.FindGameObjectWithTag("Database").GetComponent <DataComps> ();
 }
Пример #16
0
    // Use this for initialization
    void Awake()
    {
        if (allLevelsAvailable)
        {
            SaveSystem.SetLevelTut(1);
            SaveSystem.SetLevel1(1);
            SaveSystem.SetLevel2(1);
            SaveSystem.SetLevel3(1);
            SaveSystem.SetLevel4(1);
            SaveSystem.SetLevel5(1);
        }



        isFirstTime        = SaveSystem.GetFirstTime();
        lastCompletedLevel = SaveSystem.GetLastCompletedLevel();

        if (dataComps == null)
        {
            dataComps = gameObject.GetComponent <DataComps> ();
        }


        if (SaveSystem.GetLevelTut() == 0)
        {
            levelsCompleted [0] = false;
        }
        else
        {
            levelsCompleted [0] = true;
        }
        if (SaveSystem.GetLevel1() == 0)
        {
            levelsCompleted [1] = false;
        }
        else
        {
            levelsCompleted [1] = true;
        }
        if (SaveSystem.GetLevel2() == 0)
        {
            levelsCompleted [2] = false;
        }
        else
        {
            levelsCompleted [2] = true;
        }
        if (SaveSystem.GetLevel3() == 0)
        {
            levelsCompleted [3] = false;
        }
        else
        {
            levelsCompleted [3] = true;
        }
        if (SaveSystem.GetLevel4() == 0)
        {
            levelsCompleted [4] = false;
        }
        else
        {
            levelsCompleted [4] = true;
        }
        if (SaveSystem.GetLevel5() == 0)
        {
            levelsCompleted [5] = false;
        }
        else
        {
            levelsCompleted [5] = true;
        }


        if (SaveSystem.GetWepSlot4() == 1)
        {
            wepSlot4 = true;

            if (dataComps)
            {
                // enable slot 4
                dataComps.WeaponSlotsObj [3].SetActive(true);
                // disable Slot 4 Reward backpack icon
                dataComps.WeaponSlotsObj [5].SetActive(false);

                // enable Slot 5 Rewards backpack icon
                dataComps.WeaponSlotsObj [6].SetActive(true);
            }
        }
    }