public void Update(float deltaTime, PlayerInputScript player) { AttackTimer += deltaTime; player.UpdateAttackInputVariables(AttackTimer >= blockAttackInputTime, AttackTimer > -blockNewAttackTime); if (!hasDamaged && AttackTimer >= damageTime) { Collider2D[] hits = player.ThrowAttack(attackPosition, attackSize); foreach (Collider2D hit in hits) { HealthComponent healthComponent = hit.GetComponent <HealthComponent>(); if (healthComponent != null) { healthComponent.Damage(damage, Vector2.zero); } EnemyHand enemyHand = hit.GetComponent <EnemyHand>(); if (enemyHand != null) { //Debug.Log("Test"); enemyHand.Damage(damage); } } hasDamaged = true; } if (AttackTimer >= attackLength) { player.EndAttack(); } }
public virtual void doAction(InteractionType interaction) { switch (interaction) { case InteractionType.Examine: //player.GetComponent<PlayerInputScript>().enableExamineObjectText(data.examineText); GameManagerScript.gameManager.conversationUI.GetComponent <ConversationScript>().examineActor(data, true); break; case InteractionType.Use: Debug.Log("Object Used"); break; case InteractionType.PickUp: PlayerInputScript playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInputScript>(); playerScript.stopHighlightingWorldObject(this); GetComponent <PickUpObjectScript>().addItemToInventory(); break; case InteractionType.GoTo: GetComponent <GoToNewAreaTriggerScript>().goToNewArea(); break; case InteractionType.Separate: GameManagerScript.gameManager.separateActor(this); break; } }
public bool isDodge; // trapType2FireAttack을 피하기 위한것 #endregion private void Start() { if (SceneManager.GetActiveScene().name == "Tutorial_Scene_Ver2") { tutorialManagerVer2Script = GameObject.Find("TutorialManagerVer2").GetComponent <TutorialManagerVer2>(); } playerColliderConScript = GetComponent <PlayerColliderCon>(); rectTransform = GetComponent <RectTransform>(); rigid = GetComponent <Rigidbody>(); dodgeConScript = GetComponent <PlayerDodgeCon>(); animationScript = GetComponent <PlayerAniScript>(); attackConScript = GetComponent <PlayerAttackCon>(); spConScript = GetComponent <PlayerSpCon>(); cam = FindObjectOfType <Camera>(); isDodge = false; hP = maxHP; playerHitted = PlayerHitted.none; playerUIState = PlayerUI.invenOff; state = PlayerState.idle; mousePlace = MousePlace.top; instance = this; if (null == instance) { instance = this; } }
private void Awake() { if (instance == null) { instance = this; } }
void Start() { anim = GetComponentInChildren<Animator>(); cam = Camera.main; rigibody = GetComponent<Rigidbody>(); playerInput = GetComponent<PlayerInputScript>(); }
/** * Awake- Used by Unity for initialization * Finds all component children that this player has and caches them */ void Awake() { movementScript = transform.FindChild("MovementController").GetComponent <PlayerMovementScript> (); if (movementScript == null) { Debug.LogError("Could not load Player Movement Script"); } inputScript = transform.FindChild("InputController").GetComponent <PlayerInputScript> (); if (inputScript == null) { Debug.LogError("Could not load Player Input Script"); } networkScript = transform.FindChild("NetworkController").GetComponent <NetworkControllerScript> (); if (inputScript == null) { Debug.LogError("Could not load Network Controller Script"); } visionScript = transform.FindChild("VisionController").GetComponent <VisionControllerScript> (); if (visionScript == null) { Debug.LogError("Could not load Vision Controller Script"); } environmentScript = transform.FindChild("EnvironmentController").GetComponent <PlayerEnvironmentController> (); if (environmentScript == null) { Debug.LogError("Could not load Player Environment Controller Script"); } healthScript = transform.FindChild("HealthController").GetComponent <PlayerHealthScript> (); if (healthScript == null) { Debug.LogError("Could not load Player Health Script"); } }
public PlayerStateMoveToNewLedge(PlayerInputScript player, GameObject go) { ledge = go; pi = player; startPosition = player.GetPlayerTransform().position; startTime = Time.time; }
public PlayerStateJumping(PlayerInputScript player) { pi = player; pi.DecrementJumpCount(); startPosition = pi.GetPlayerTransform().position; startTime = Time.time; }
private void Start() { spConScript = GetComponent <PlayerSpCon>(); aniConScript = GetComponent <PlayerAniScript>(); dodgeConScript = GetComponent <PlayerDodgeCon>(); inputScript = GetComponent <PlayerInputScript>(); }
// USE THIS METHOD to access this object. (as in, MenuScript.instance().whatever()) public static PlayerInputScript instance() { if (instance_ == null) { instance_ = GameObject.FindObjectOfType <PlayerInputScript> (); } return(instance_); }
public PlayerStateDash(PlayerInputScript player) { pi = player; startPosition = pi.GetPlayerTransform().position; endPosition = startPosition + pi.GetPlayerTransform().forward *dashLength; startTime = Time.time; pi.gameObject.GetComponent <Rigidbody>().useGravity = false; }
private void OnCollisionEnter2D(Collision2D collision) { PlayerInputScript PIS = collision.collider.GetComponent <PlayerInputScript>(); if (PIS != null && attacking) { PIS.Damage(1); } }
private void GetComponents() { PlayerInputScript = GetComponent <PlayerInputScript>(); PlayerMovementScript = GetComponent <PlayerMovementScript>(); Animator = GetComponent <Animator>(); SpriteRenderer = GetComponent <SpriteRenderer>(); Rb2d = GetComponent <Rigidbody2D>(); }
void Start() { mesh = new Mesh(); GetComponent <MeshFilter>().mesh = mesh; CreateShape(); UpdateMesh(); transform.position = player.transform.position; inputScript = player.GetComponent <PlayerInputScript>(); }
public void fadeOutBackground() { PlayerInputScript player = FindObjectOfType <PlayerInputScript>(); player.setHighlightedInventoryItemToNull(); player.setHighlightedWorldObjectToNull(); fadeOutImage_exclUI.enabled = true; fadeOutImage_exclUI.color = new Color(fadeOutImageColour.r, fadeOutImageColour.g, fadeOutImageColour.b, 0.5f); }
private void Start() { forTutorialMonsterCheckOnce = false; isCool = false; isSucess = false; inputScript = GetComponent <PlayerInputScript>(); playerSpConScript = GetComponent <PlayerSpCon>(); }
public PlayerStateAim(PlayerInputScript player) { pi = player; pi.playerScript.EnableWeaponScript(); pi.playerScript.GetCurrentCamera().GetComponent <OverShoulderCameraController>().enabled = true; pi.playerScript.GetCurrentCamera().GetComponent <ThirdPersonCameraController>().EnableReticle(); pi.playerScript.GetCurrentCamera().GetComponent <ThirdPersonCameraController>().enabled = false; pi.playerScript.GetCurrentCamera().GetComponent <OverShoulderCameraController>().AttachToPlayer(); Debug.Log("Entering aim state"); }
public PlayerStateFalling(PlayerInputScript player) { fallingVelocity = -2f; pi = player; superJumpReady = false; Debug.Log("entering falling state"); Thread thread = new Thread(() => { Thread.Sleep(150); fallingVelocity = -8f; }); thread.Start(); }
//[SerializeField] //internal PlayerAnimation animationScript; //[SerializeField] //internal PlayerHealthController healthScript; // Start is called before the first frame update void Start() { //Initialize things, set necessary variables. inputScript = GetComponent <PlayerInputScript>(); movementScript = GetComponent <PlayerMovementScript>(); climbingScript = GetComponent <PlayerClimbingScript>(); collisionScript = GetComponent <PlayerCollisionScript>(); //animationScript = GetComponent<PlayerAnimation>(); //healthScript = GetComponent<PlayerHealthController>(); playerTransform = GetComponent <Transform>(); GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY; GetComponent <MeshCollider>().convex = true; }
private void OnTriggerStay(Collider other) { Debug.Log("object collision"); player = GameObject.FindGameObjectWithTag("Player"); if (other.gameObject.Equals(player)) { Debug.Log("Player collision"); PlayerInputScript playerScript = player.GetComponent <PlayerInputScript>(); if (playerScript.isAnActionQueued()) { Debug.Log("Action queued"); GameObject queuedObject = playerScript.getQueuedActionObject(); if (queuedObject.Equals(transform.parent.gameObject)) { playerScript.stopMovement(); // TODO: make player look at parent object InteractableObjectScript.InteractionType interaction = playerScript.getQueuedActionType(); playerScript.setQueuedAction(null, InteractableObjectScript.InteractionType.Examine); // reset queued action to stop this function running indefinitely if (interaction == InteractableObjectScript.InteractionType.Combine) { if (!GameManagerScript.gameManager.combineActors(playerScript.combiningItem, transform.parent.GetComponent <InteractableObjectScript>())) { GameManagerScript.gameManager.conversationUI.GetComponent <ConversationScript>().showConversation(GameManagerScript.gameManager.failedItemCombinationConversationData); //player.GetComponent<PlayerInputScript>().enableExamineObjectText("I can't combine those..."); } } else if (interaction == InteractableObjectScript.InteractionType.GoTo) { LeaveSceneScript leaveSceneScript = queuedObject.GetComponent <LeaveSceneScript>(); if (leaveSceneScript.adjacentSceneName == "map_screen") { GameManagerScript.gameManager.openMapScreen(); } else { GameManagerScript.gameManager.fadeAndLoadScene(leaveSceneScript.adjacentSceneName); } } else { objectScript.doAction(interaction); } } } } }
public PlayerStateHangingOnLedge(PlayerInputScript player, GameObject go) { pi = player; ledge = go; //Ensure that the player is rotated facing the ledge Quaternion r = ledge.GetComponent <LedgeScript>().GetRotation(); Transform t = pi.playerScript.GetPlayerTransform(); t.eulerAngles = new Vector3(t.eulerAngles.x, r.eulerAngles.y - 90, t.eulerAngles.z); //Turn off gravity so that the player doesn't fall pi.gameObject.GetComponent <Rigidbody>().useGravity = false; Debug.Log("Hanging on ledge state"); //Freeze the player so that they don't rotate or move while hanging on the ledge pi.GetRigidbody().constraints = pi.GetFreezeAll(); //Player cannot jump until they stop pressing the jump input canJump = false; }
// Update is called once per frame void Update() { CheckPlayerInput(); currentTile = PlayerInputScript.instance().GetCurrentTile(); //If the player is allowed to build if (buildButtonA && currentTile != null) { //If build-button is pressed if (Shop.PurchaseMachine()) { if (currentTile.transform.position.y > 6) { buildingRotation.SetLookRotation(new Vector3(0f, 0f, 180f), Vector3.down); } else { buildingRotation.SetLookRotation(new Vector3(0f, 0f, 0f), Vector3.up); } BuildOnTile(0); } } else if (buildButtonB && currentTile != null) { //If build-button is pressed if (Shop.PurchaseRedTurret()) { if (currentTile.transform.position.y > 6) { buildingRotation.SetLookRotation(new Vector3(0f, 0f, 180f), Vector3.down); } else { buildingRotation.SetLookRotation(new Vector3(0f, 0f, 0f), Vector3.up); } BuildOnTile(1); } } }
private void Start() { playerSpConScript = GetComponent <PlayerSpCon>(); inputScript = GetComponent <PlayerInputScript>(); playerAnimationScript = GetComponent <PlayerAniScript>(); playerParticleConScript = GetComponent <PlayerParticleCon>(); WeaponStateEnum = WeaponState.normalSword; for (int i = 0; i < 3; i++) { playerSwordBoxCollider[i].enabled = false; } onceCheck[2] = false; onceCheck[3] = false; isCool = false; }
void Start() { line = GetComponent <LineRenderer>(); mat = GetComponentInChildren <SpriteRenderer>().material; sprite = GetComponentInChildren <SpriteRenderer>(); input = GetComponent <PlayerInputScript>(); BoxCollider2D collider = GetComponent <BoxCollider2D>(); halfWidth = collider.size.x / 2; height = collider.size.y; walls = new Plane[] { new Plane(Vector2.up, Vector2.down * frameDist), new Plane(Vector2.right, Vector2.left * frameDist), new Plane(Vector2.down, Vector2.up * frameDist), new Plane(Vector2.left, Vector2.right * frameDist), }; line.material.SetColor("_EmissionColor", glowColor); }
private IEnumerator fadeAndSwitchScene(string sceneName) { PlayerInputScript player = FindObjectOfType <PlayerInputScript>(); player.setHighlightedInventoryItemToNull(); player.setHighlightedWorldObjectToNull(); yield return(StartCoroutine(fade(1f))); closeMapScreen(); BeforeSceneUnload?.Invoke(); // calls all functions that are 'subscibed' to the BeforeSceneUnload function yield return(SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().buildIndex)); yield return(StartCoroutine(loadSceneAndSetActive(sceneName))); AfterSceneLoad?.Invoke(); yield return(StartCoroutine(fade(0f))); }
public void HandleWeaponSwapInput(PlayerInputScript pi) { nextWeaponInput = pi.GetNextWeaponInput(); prevWeaponInput = pi.GetPrevWeaponInput(); if (nextWeaponInput == 0f) { canSwapNext = true; } if (prevWeaponInput == 0f) { canSwapPrev = true; } if (nextWeaponInput > 0f && canSwapNext) { canSwapNext = false; Debug.Log("Calling playerscript to ask the weapon script to swap to the next!"); } else if (prevWeaponInput > 0f && canSwapPrev) { canSwapPrev = false; Debug.Log("Calling playerscript to ask the weapon script to swap to the prev!"); } }
public PlayerStateClimbing(PlayerInputScript player, GameObject go) { pi = player; startPosition = pi.GetPlayerTransform().position; startTime = Time.time; ledge = go; //If this is the end of the ledge, and there's no ledge to jump onto, then don't climb if (startPosition == endPosition) { pi.currentState = new PlayerStateHangingOnLedge(pi, ledge); } mi = pi.GetMovementInput(); if (mi.x >= 0.2f) { endPosition = ledge.GetComponent <LedgeScript>().GetRightMostPoint(); } if (mi.x <= -0.2f) { endPosition = ledge.GetComponent <LedgeScript>().GetLeftMostPoint(); } Debug.Log("entering climbing"); }
void Start() { small = GameManagerScript.SB; rigibody = liftable.GetComponent<Rigidbody> (); smallInput = GameManagerScript.SB.GetComponent<PlayerInputScript>(); glow = GetComponentInChildren<ParticleSystem> (); Glow(false); endpos = endPosition.position; animator = smallInput.GetComponentInChildren<Animator>(); liftSound = GetComponent<AudioSource> (); }
void Awake() { startColor = PlayerInputScript.instance().GetStartColor(); LayoutBoard(usableBoardPiece, unusableBoardPiece); }
/*The constructor takes in the player input script because it needs * to be able to communicate with the player and accept data about the * player, like input etc*/ public PlayerStateIdle(PlayerInputScript player) { pi = player; pi.ResetJumpCount(); Debug.Log("Entering idle state"); }
public PlayerStateDeath(PlayerInputScript player) { pi = player; }
void Start() { bigBroMovement = GetComponentInParent<PlayerMovement>(); bigInput = GetComponentInParent<PlayerInputScript>(); rigidBody = GetComponentInParent<Rigidbody>(); smallBroAnimator = GameManagerScript.SB.GetComponentInChildren<Animator>(); mageGlow.enableEmission = false; mageGlowGreen.enableEmission = false; }
public PlayerStateWalking(PlayerInputScript player) { pi = player; Debug.Log("Entering walking state"); }
public void RegisterInputScript(PlayerInputScript input) { currentPlayer = input; }
void Awake() { base.Awake(); playerInput = GetComponent<PlayerInputScript>(); //Get reference to PlayerInputScript component spawningEffect = Resources.Load("Prefabs/PorterEffect") as GameObject; spawningEffect = Resources.Load("Prefabs/portalEffect") as GameObject; if (currentHat) hatType = currentHat.hatType; }
void Start() { menu = MenuScript.Instance; chat = GameObject.Find("Chat").GetComponent<Canvas>(); text = chat.GetComponentInChildren<Text>(); dialogImage = chat.GetComponentInChildren<Image>(); journalScript = GetComponent<JournalScript>(); smallInput = GameManagerScript.SB.GetComponent<PlayerInputScript>(); bigInput = GameManagerScript.BB.GetComponent<PlayerInputScript>(); chat.enabled = false; }