private void Start() { _player = GameObject.Find("PlayerHans"); if (_player) { _characterMovement = _player.GetComponent <CharacterMovement>(); _gunFiring = _player.GetComponentInChildren <GunFiring>(); _playerHealthScript = _player.GetComponent <HealthScript>(); playerHealthMax = _playerHealthScript.totalHealth; if (speedBar) { speedBar.fillAmount = _characterMovement.speed / speedMax; } if (damageBar) { damageBar.fillAmount = (float)_gunFiring.damageOfWeapon / damageMax; } if (projectileSpeedBar) { projectileSpeedBar.fillAmount = _gunFiring.projectileSpeedOfWeapon / projectileSpeedMax; } if (playerHealthBar) { playerHealthBar.fillAmount = (float)_playerHealthScript.currentHealth / playerHealthMax; } } guiUpgrade.gameObject.SetActive(false); _manageSurvivalRounds = GetComponent <ManageSurvivalRounds>(); }
public void Firing() { GunFiring.Invoke(this, _args); }
public void Start() { _player = GameObject.Find("PlayerHans"); _gunFiringScript = enemyGun.GetComponent <GunFiring>(); }
public void Start() { _mainCamera = FindObjectOfType <Camera>(); _gunFiringScript = playerGun.GetComponent <GunFiring>(); }