private void Start() { _material = new Material(curShader) { hideFlags = HideFlags.HideAndDontSave }; _pc = player.GetComponent <Player.PlayerControl>(); }
private void Awake() { player = GameObject.FindWithTag("Player").GetComponent <Player.PlayerControl>(); if (heart == null) { heart = GetComponent <Image>(); } }
public void UpdateOrbs(Player.PlayerControl player) { KRaB.Enemy.Colors.PrimaryColor [] orbs = player.GetOrbArray(); int l = orbs.Length; mainOrb.color = orbs[0].color; prevOrb.color = orbs[l - 1].color; nextOrb.color = orbs[1].color; }
// Use this for initialization void Start() { //Debug.Log(savedState); if (savedState != GameState.none) { gameState = savedState; // << TO BE TAKEN OUT <<< } else { gameState = GameState.MainMenu; } winText.enabled = false; player = GameObject.FindWithTag("Player").GetComponent <Player.PlayerControl>(); }
// Use this for initialization protected override void Start() { base.Start(); tossed = false; //temp GameObject playerObject = GameObject.FindWithTag("Player"); playerTransform = playerObject.GetComponent <Transform>(); player = playerObject.GetComponent <Player.PlayerControl>(); GameObject catcher = GameObject.FindWithTag("Bucket"); cController = catcher.GetComponent <Util.GrabController>(); }
public override void ApplyItem(Player.PlayerControl pc) { var transform1 = transform; var newWeapon = Instantiate(weaponPrefab, pc.transform); if (pc.weapon != null) { var newItem = Instantiate(pc.weapon.weaponItem, transform1.position, transform1.rotation); newItem.transform.parent = transform1.parent; newItem.GetComponent <WeaponItem>().weaponCost = pc.weapon.curWeaponCost; Destroy(pc.weapon.gameObject); } pc.weapon = newWeapon.GetComponent <Weapon.Weapon>(); pc.weapon.curWeaponCost = weaponCost; pc.weapon.weaponImage = pc.weaponCostImage; pc.weaponCostImage.fillAmount = weaponCost; }
void Awake() { player = GameObject.FindWithTag("Player").GetComponent <Player.PlayerControl>(); }
public virtual void ApplyItem(Player.PlayerControl pc) { }
public override void ApplyItem(Player.PlayerControl pc) { pc.AddHealth(value); pc.ApplySlowDamage(slowValue); }