public void GetAndImplementrPerks() { perkSystem = GetComponent <PerkSystem>(); for (int i = 0; i < perkSystem.perks.Count; i++) { perkSystem.perks[i].SetWeapons(RightWeapon, LeftWeapon); perkSystem.perks[i].SetPlayer(this); perkSystem.perks[i].ImplementPerk(); } }
public static void LoadPerks() { if (savedData != null) { for (int i = 0; i < savedData["Perks"].Count; i++) { PerkSystem.AssignPerk(savedData["Perks"][i]["ID"].ToString(), (int)savedData["Perks"][i]["Level"]); } } }
void Start() { perkSystem = GameObject.FindGameObjectWithTag("Player").GetComponent <PerkSystem>(); audioSource = GetComponent <AudioSource>(); selfbody = GetComponent <Rigidbody>(); State = EnemyState.Attacking; // Initial state if (GameObject.FindWithTag("Player")) { playerTransform = GameObject.FindWithTag("Player").GetComponent <Transform>(); playerRigidbody = GameObject.FindWithTag("Player").GetComponent <Rigidbody>(); } else { Debug.Log("Can't find player gameobject, is player tagged or placed in scene?"); } GameManager.instance.BossHealthBarSetup(health); }
void Start() { /* // initialize the weapons */ for ( int i = 0; i < weapons.Count; ++i ) { // re-assigning the GameObject is import because Instantiate() creates a clone // when switching weapons, we need to get the Weapon component of the correct object (the clone) weapons[i] = Instantiate( weapons[i] ) as GameObject; InitializeWeapon( GetWeapon( i ) ); // the weapon prefabs don't default to hitting enemies (only scenery), // so add it to their list of targets. weapons[i].GetComponent<DamageSystem>().targets.Add( "Enemy" ); } /* // set the default weapon */ _defaultWeapon = GetWeapon( 0 ); // we must insure the deafult weapon is not null // if it is, we create a blank weapon to prevent future errors if ( _defaultWeapon == null ) { GameObject weaponObject = new GameObject(); weaponObject.SetActive( false ); Weapon weapon = weaponObject.AddComponent<Weapon>(); _defaultWeapon = InitializeWeapon( weapon ); } /* // set the current weapon */ SwitchWeapon( 0 ); _perkSystem = GetComponent<PerkSystem>(); _fireRateMod = 0.0f; _damageMod = 0.0f; }
void Start() { /* * // initialize the weapons */ for (int i = 0; i < weapons.Count; ++i) { // re-assigning the GameObject is import because Instantiate() creates a clone // when switching weapons, we need to get the Weapon component of the correct object (the clone) weapons[i] = Instantiate(weapons[i]) as GameObject; InitializeWeapon(GetWeapon(i)); // the weapon prefabs don't default to hitting enemies (only scenery), // so add it to their list of targets. weapons[i].GetComponent <DamageSystem>().targets.Add("Enemy"); } /* * // set the default weapon */ _defaultWeapon = GetWeapon(0); // we must insure the deafult weapon is not null // if it is, we create a blank weapon to prevent future errors if (_defaultWeapon == null) { GameObject weaponObject = new GameObject(); weaponObject.SetActive(false); Weapon weapon = weaponObject.AddComponent <Weapon>(); _defaultWeapon = InitializeWeapon(weapon); } /* * // set the current weapon */ SwitchWeapon(0); _perkSystem = GetComponent <PerkSystem>(); _fireRateMod = 0.0f; _damageMod = 0.0f; }
void Start() { perkSystem = GameObject.FindGameObjectWithTag("Player").GetComponent <PerkSystem>(); audioSource = GetComponent <AudioSource>(); selfbody = GetComponent <Rigidbody>(); State = EnemyState.Chasing; // Initial state if (GameObject.FindWithTag("Player")) { playerTransform = GameObject.FindWithTag("Player").GetComponent <Transform>(); playerRigidbody = GameObject.FindWithTag("Player").GetComponent <Rigidbody>(); } else { Debug.Log("Can't find player gameobject, is player tagged or placed in scene?"); } agent = GetComponent <NavMeshAgent>(); Speed = agent.speed; // Gets the speed value of the navmesh agent baseAcceleration = agent.acceleration; GameManager.instance.BossHealthBarSetup(health); }
private void OnEnable() { gameObject.transform.GetChild(2).GetComponent <ExplosiveBolt>(); perkSystem = GameObject.FindGameObjectWithTag("Player").GetComponent <PerkSystem>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); if (perkSystem.FireProjectiles == true) { gameObject.transform.GetChild(1).gameObject.SetActive(true); } if (perkSystem.ExplosiveProjectiles == true) { gameObject.transform.GetChild(2).gameObject.SetActive(true); } damage = playerController.GetDamage(); if (damage > playerController.baseDamage) //if() needs work { isCrit = true; } else { isCrit = false; } if (isCrit == true) { gameObject.transform.GetChild(3).gameObject.SetActive(true); } else { gameObject.transform.GetChild(3).gameObject.SetActive(false); } }
void Start() { player = GameObject.Find("RigidPlayer"); perkSystem = GameObject.FindGameObjectWithTag("Player").GetComponent <PerkSystem>(); audioSource = GetComponent <AudioSource>(); baseRoamingDetectionRadius = roamingDetectionRadius; selfbody = GetComponent <Rigidbody>(); State = EnemyState.Positioning; // Initial state if (GameObject.FindWithTag("Player")) { playerTransform = GameObject.FindWithTag("Player").GetComponent <Transform>(); playerRigidbody = GameObject.FindWithTag("Player").GetComponent <Rigidbody>(); } else { Debug.Log("Can't find player gameobject, is player tagged or placed in scene?"); } timer = Random.Range(0.5f, roamingMaxIdleTime); // Sets the timer randomly for the enemy so they seem more unique and dont all move at the same time. agent = GetComponent <NavMeshAgent>(); Speed = agent.speed; // Gets the speed value of the navmesh agent }
public void Initialize(GameManager gameManager) { this.gameManager = gameManager; perkSystem = gameManager.playerObject.GetComponent <Creature>().PerkSystem; }
// Update is called once per frame void Update() { if (perkSystem == null) { perkSystem = GameObject.FindGameObjectWithTag("Player").GetComponent <PerkSystem>(); } if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player"); } if (mouseLook == null) { mouseLook = GameObject.FindGameObjectWithTag("Player").GetComponent <MouseLook>(); } if (pausedGame == true) { mouseSensitivityNumber.text = "" + (int)(mouseSensitivity.value * 10f) / 10f; } if (playerController == null) { playerController = Player.GetComponent <PlayerController>(); } if (BossActive == true) //BossHealthBar Updater { BossHealthHolder.SetActive(true); float BossPercentage = BossHp / BossMaxHp; BossHealthBar.fillAmount = BossPercentage; Debug.Log("% " + BossPercentage); Debug.Log("cur " + BossHp); Debug.Log("Max " + BossMaxHp); if (BossHp <= 0) { BossHealthHolder.SetActive(false); } } if (Input.GetKeyDown(KeyCode.Alpha0)) { LevelUp(); } float currentHealthPercentage = (float)playerController.health / (float)playerController.healthMax; healthBar.fillAmount = currentHealthPercentage; healthText.text = "Health: " + playerController.health + " / " + playerController.healthMax; float currentArmorPercentage = (float)playerController.armor / (float)playerController.armorMax; armorBar.fillAmount = currentArmorPercentage; armorText.text = "Armor: " + playerController.armor + " / " + playerController.armorMax; //float currentStaminaPercentage = playerController.stamina / playerController.staminaMax; //staminaBar.fillAmount = currentStaminaPercentage; //staminaText.text = "Stamina: " + (int)playerController.stamina + " / " + playerController.staminaMax; //float currentExperiencePercentage = playerController.experience / playerController.experienceMax; //experienceBar.fillAmount = currentExperiencePercentage; //experienceText.text = "Experience: " + playerController.experience + " / " + playerController.experienceMax; if (playerController.reloading == true) { reload.SetActive(true); reloading.fillAmount += 1f / playerController.reloadSpeed * Time.deltaTime; reloadTime.text = "" + Mathf.Round((playerController.reloadSpeed - reloading.fillAmount * playerController.reloadSpeed) * 10f) / 10f; } ammoCount.text = "Ammo: " + playerController.ammo + " / " + playerController.ammoMax; if (PlayerPosition == null) { PlayerPosition = GameObject.FindGameObjectWithTag("Player").transform; } timer += Time.deltaTime; // Used by regen. if (Input.GetKeyDown(KeyCode.P)) // Used for pausing the game { if (pausedGame == false) { if (Cursor.lockState == CursorLockMode.Locked) { Cursor.lockState = CursorLockMode.None; } pauseMenu(); } else { continueGame(); closeSettingsMenu(); } } if (Input.GetKeyDown(KeyCode.Backspace)) { restartGame(); } if (playerController.health <= 0 && isDead == false) { PlayerDeath(); isDead = true; //restartGame(); } if (recentlyDamaged == false) // If player is damaged and has not taken damage in a moment they regenerate. { /*if (timer > 0.2f && playerHealth < 100) * { * //playerHealth += 1; * colorFade += 1f; * timer = 0; * } * else if (timer > 0.2f && colorFade < 100) * { * colorFade += 1f; * timer = 0; * }*/ } //damaged.GetComponent<Image>().color = Color.Lerp(dmgColor, noColor,colorFade / 100); //ammoCount.text = collectiblesCollected.ToString(); }