public override void OnInspectorGUI() { base.OnInspectorGUI(); GrenadeThrower gt = (GrenadeThrower)target; GUILayout.BeginHorizontal(); gt.throwForce = EditorGUILayout.Slider("Throw force", gt.throwForce, .1f, 500f); if (GUILayout.Button("Throw")) { gt.Throw(); } GUILayout.EndHorizontal(); }
void Start() { _handgunAnimator = transform.GetChild(0).GetComponent <Animator>(); _assaultRifleAnimator = transform.GetChild(1).GetComponent <Animator>(); _grenadeAnimator = transform.GetChild(2).GetComponent <Animator>(); _handgunAudioSource = transform.GetChild(0).GetComponent <AudioSource>(); _assaultRifleAudioSource = transform.GetChild(1).GetComponent <AudioSource>(); _grenadeAudioSource = transform.GetChild(2).GetComponent <AudioSource>(); _handgun = new Handgun(_handgunDamage, _handgunBulletAmount, _handgunAnimator, _handgunAudioSource); _assaultRifle = new AssaultRifle(_assaultRifleDamage, _assaultRifleBulletAmount, _assaultRifleAnimator, _assaultRifleAudioSource); _grenadeThrower = new GrenadeThrower(_grenadeDamage, _grenadeThrowForce, _grenadeAmount, _grenadeAnimator, _grenadeAudioSource); _weapons[0].SetActive(true); _weapons[1].SetActive(false); _weapons[2].SetActive(false); }
// Use this for initialization void Start() { // Obtenim el component (del player) rb2d = GetComponent <Rigidbody2D>(); // Obtenim el component animador anim = GetComponent <Animator>(); spr = GetComponent <SpriteRenderer>(); //Arm arm = transform.Find("Arm").gameObject; rotation = arm.GetComponent <ArmRotation>(); goPistol = transform.Find("Arm/Pistol").gameObject; pistol = goPistol.GetComponent <Pistol>(); goPickaxe = transform.Find("Arm/Pickaxe").gameObject; pickaxe = goPickaxe.GetComponent <Pickaxe>(); goGrenadeThrower = transform.Find("Arm/GrenadeThrower").gameObject; grenadeThrower = goGrenadeThrower.GetComponent <GrenadeThrower>(); goPickaxe.SetActive(false); goGrenadeThrower.SetActive(false); heightToDead = -12; if (gameObject.tag == "team1") { teamRed = true; } else { teamBlue = true; } keyboard = true; flags = 0; }
// Torna a sortir el personatge al mateix lloc si sortim de l'escena. /* * void OnBecameInvisible() * { * transform.position = new Vector3(-1, 0, 0); * } */ public void setMovement(bool mov) { //Debug.Log (mov); this.movement = mov; //Enable rotation to player if (this.rotation == null || this.pistol == null) // ALERTA (más de lo mismo) { arm = transform.Find("Arm").gameObject; rotation = arm.GetComponent <ArmRotation>(); goPistol = transform.Find("Arm/Pistol").gameObject; pistol = goPistol.GetComponent <Pistol>(); goPickaxe = transform.Find("Arm/Pickaxe").gameObject; pickaxe = goPickaxe.GetComponent <Pickaxe>(); goGrenadeThrower = transform.Find("Arm/GrenadeThrower").gameObject; grenadeThrower = goGrenadeThrower.GetComponent <GrenadeThrower>(); } this.rotation.setEnabledRotation(movement); this.pistol.setEnabledShoot(movement); this.pickaxe.setEnabledShoot(movement); this.grenadeThrower.setEnabledShoot(movement); }
private void GrabGrenadeThrower() { PlayerGrenadeThrower = playerGameObject.GetComponentInChildren <GrenadeThrower>(); }