void Awake() { dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps> (); player_ref = dataComps.fpsPlayer_ref; player_Pos = player_ref.gameObject.transform; }
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> (); }
// load datacomps void Awake() { if (dataComps == null) { dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>(); } }
// 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); }
void OnValidate() { if (dataComps == null) { dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>(); } camFader_ref = GameObject.Find("CameraFader").GetComponent <CameraFader>(); }
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> (); } }
// 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]); }
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); }
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); } }
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); } }
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; } }
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; } } } }
void LoadRefs() { dataComps = GameObject.FindGameObjectWithTag("DataBase").GetComponent <DataComps>(); player_T = dataComps.fpsPlayer_ref.transform; }
void Awake() { audioS = gameObject.GetComponent <AudioSource>(); dataComps = GameObject.FindGameObjectWithTag("Database").GetComponent <DataComps> (); }
// 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); } } }