// Start is called before the first frame update protected override void Start() { base.Start(); controller = GetComponent <PlayerContoller>(); gunController = GetComponent <GunController>(); viewCamera = Camera.main; }
void Start() { player = FindObjectOfType <PlayerContoller>(); //xHealth = player.m_iMaxHealth; //healthBar = transform.Find("HealthBarContent").GetComponent<Image>(); //energyBar = transform.Find("EnergyBarContent").GetComponent<Image>(); }
// Use this for initialization void Start() { player = GameObject.Find ("Player"); pc = player.GetComponent<PlayerContoller> (); StartCoroutine ("spawnClock"); }
void Start() { enemySpawner = gameObject.GetComponent <EnemySpawnerScript>(); playerCont = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerContoller>(); // light source location init // level 1 lightSourceLocation[0, 0] = new Vector3(24, 0, 0); // level 2 lightSourceLocation[1, 0] = new Vector3(-18, 0, 27); // level 3 lightSourceLocation[2, 0] = new Vector3(-34, 0, 0); // level 4 lightSourceLocation[3, 0] = new Vector3(22, 0, 27); lightSourceLocation[4, 0] = new Vector3(0, 0, 0); lightSourceLocation[5, 0] = new Vector3(0, 0, -11); lightSourceLocation[6, 0] = new Vector3(0, 0, -27); lightSourceLocation[7, 0] = new Vector3(0, 0, 46); lightSourceLocation[8, 0] = new Vector3(0, 0, -45); }
// Start is called before the first frame update void Awake() { Time.timeScale = 1; timestamp = Time.time + delay; scrollingMat.SetFloat("Vector1_79A07576", fallSpeed); playCont = player.gameObject.GetComponent <PlayerContoller>(); }
public void OnPickup(PlayerContoller player) { player.m_iEnergy = player.m_iMaxEnergy; player.m_iHealth = player.m_iMaxHealth; SoundManager.Instance.PlayEvent(SoundEvents.Play_LS_Absorb, this.gameObject); m_bDidPlayerEatMe = true; Die(); }
private void Awake() { controller = GetComponent <PlayerContoller>(); delayTimer = new Timer(reactionDelay); runAwayFrom = new List <Vector3>(); getCloseTo = new List <Vector3>(); missleTimer = new Timer(10); }
void Start() { m_slider = GameObject.Find("Slider").GetComponent <Slider>(); player = FindObjectOfType <PlayerContoller>(); m_slectCanvas = GameObject.Find("SelectCanvas"); m_slectCanvas.SetActive(false); }
// Use this for initialization void Awake() { m_CollectableText = GetComponent <Text>(); m_Player = FindObjectOfType <PlayerContoller>(); totalCollectables = FindObjectsOfType <Collectables>().Length; m_CollectableText.text = m_Player.CollectablesCollected + " of " + totalCollectables + " Collectables Found!"; print("!!!!!!!!!!!!!!!!!!!!!!!!! " + m_CollectableText.text); }
public void OnCollisionExit(Collision collision) { PlayerContoller pc = collision.gameObject.GetComponent <PlayerContoller>(); if (pc != null) { pc.transform.SetParent(null, true); } }
private void Awake() { _anim = GetComponent <Animator>(); _playerContollerl = GetComponent <PlayerContoller>(); _playerShootings = GameObject.FindGameObjectsWithTag("Gun"); CurrentHealth = StartingHealth; HealthSlider.value = CurrentHealth; _shieldParticles = GetComponent <ParticleSystem>(); }
/// <summary> /// Function to update the defense value of player on UI /// </summary> /// <param name="pc"></param> void updateDefValue(PlayerContoller pc) { int defValue = pc.getDefenseValue(); if (defValue >= 0) { defValue_text.SetText("Defense Value: " + defValue); } }
public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { LobbyPlayer lobby = lobbyPlayer.GetComponent <LobbyPlayer>(); PlayerContoller localPlayer = gamePlayer.GetComponent <PlayerContoller>(); localPlayer.username = lobby.playerName; localPlayer.playerColor = lobby.playerColor; }
void Start() { Unit = builder.GetComponent <StageBuild>().BaseLength; before_x = transform.position.x; before_y = transform.position.y; PC = GetComponent <PlayerContoller>(); GetMapdata(); SetToward(); }
// Start is called before the first frame update void Start() { //InvokeRepeating("SpawnObstacle", startDelay, repeatRate); // call the function constantly playerControllerScript = GameObject.Find("Player").GetComponent <PlayerContoller>(); // find the player in the scene by it's name and retrieve its script //other method at random parameters Invoke("SpawnObstacle", (Random.Range(repeatRateMin, repeatRateMax))); }
public void GetRigidbody(Collider col) { PlayerContoller player = col.GetComponent <PlayerContoller>(); if (player) { Rigidbody rb = player.GetComponent <Rigidbody>(); CheckDirection(rb); } }
public void OnTriggerExit(Collider other) { PlayerContoller player = other.GetComponent <PlayerContoller>(); if (player == null) { return; } SceneManager.UnloadScene(m_sSceneName); }
public void OnTriggerEnter(Collider other) { PlayerContoller player = other.GetComponent <PlayerContoller>(); if (player == null) { return; } SceneManager.LoadScene(m_sSceneName, LoadSceneMode.Additive); }
// Use this for initialization void Start() { currentTime = 0; spawnTime = Random.Range(0, 1); right = true; speed = -1f; rgb2d = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); AttackAudioSource = GetComponent <AudioSource>(); playerController = GameObject.Find("Rogue_03").GetComponent <PlayerContoller>(); }
void Awake() { ins = this; rebirthPos = transform.position; spriteRenderer = GetComponent <SpriteRenderer>(); rigid2d = GetComponent <Rigidbody2D>(); movement = nextMovement = new Movement(); enabled = false; stunTimer = new Timer(EMPStunSec); }
private IEnumerator SetupCollectablesHud() { while (m_Player == null) { m_Player = FindObjectOfType <PlayerContoller>(); yield return(new WaitForSeconds(1)); } m_CollectableText = GetComponentInChildren <Text>(); m_Player = FindObjectOfType <PlayerContoller>(); totalCollectables = FindObjectsOfType <Collectables>().Length; m_CollectableText.text = m_Player.CollectablesCollected + " of " + totalCollectables + " Collectables Found!"; }
public void Update() { if (player != null) { UpdateBar(player.PercentageHealth(), healthBar); UpdateBar(player.PercentageEnergy(), energyBar); } else { player = FindObjectOfType <PlayerContoller>(); } }
/* * Updated Nov 26th 2016 * This Script should be attached to Collectables, and allows their pickup. Script also updates HUD (must be loaded to work) * Note: HUD counts all Collectable items in the world (that have this script) */ void Start() { m_Player = GameManager.Instance.m_Player; m_CollectablesHud = FindObjectOfType <GameScreen>(); m_CollectablesCollider = GetComponent <Collider>(); m_CollectablesMeshRenderer = GetComponent <Renderer>(); if (m_CollectablesMeshRenderer == null) { m_CollectablesOther = GetComponentsInChildren <Renderer>(); } }
void Awake() { _instance = this; speed = 1; currentTime = 0.0f; currentBlood = 100; currentEnergy = 100; speed_text.text = speed.ToString(); time_text.text = currentTime.ToString(); blood_slider.value = currentBlood; energy_slider.value = currentEnergy; }
// Use this for initialization void Awake() { m_Player = FindObjectOfType <PlayerContoller>(); if (m_Player != null) { m_PlayerCamera = FindObjectOfType <CameraFollow>(); LoadLevel(); m_vPlayerInitialPos = m_Player.transform.position; m_abiPulse = m_Player.GetComponent <LightPulse>(); } }
public void OnTriggerEnter(Collider other) { PlayerContoller player = other.GetComponent <PlayerContoller>(); if (player != null) { if (m_GroundParticle) { m_GroundParticle.startLifetime = 5f; m_GroundParticle.startColor = Color.yellow; } } }
public void OnTriggerExit(Collider other) { PlayerContoller player = other.GetComponent <PlayerContoller>(); if (player != null) { if (m_GroundParticle) { m_GroundParticle.startLifetime = 2.59f; m_GroundParticle.startColor = Color.white; } } }
// Start is called before the first frame update void Start() { if (instance == null) { instance = this; } else { if (instance != this) { Destroy(gameObject); } } DontDestroyOnLoad(gameObject); }
public void OnTriggerStay(Collider other) { PlayerContoller player = other.GetComponent <PlayerContoller>(); if (player != null) { if (player.m_iHealth < player.m_iMaxHealth) { player.Heal(1); } if (player.m_iEnergy < player.m_iMaxEnergy) { player.m_iEnergy++; } } }
void Start() { m_bommer = FindObjectOfType <BommerController>(); m_playerC = FindObjectOfType <PlayerContoller>(); m_rigidbody = GetComponent <Rigidbody2D>(); m_hit = FindObjectOfType <HitExplosion>(); m_player = GameObject.Find("player").gameObject; m_hitObject = transform.GetChild(0).gameObject; m_hitObject.SetActive(false); Vector2 vector = m_player.transform.position - this.transform.position; m_rigidbody.AddForce(vector, ForceMode2D.Impulse); Invoke("Explosion", 3.0f); }
void Awake() { //get component rb = GetComponent <Rigidbody>(); anim = GetComponentInChildren <Animator>(); // get player player = FindObjectOfType <PlayerContoller>(); if (player == null) { Debug.LogError("There needs to be a PlayerController in the scene"); } // search for the player at an interval of 0.5 seconds InvokeRepeating("LookForPlayer", 0, 0.5f); }