public bool ApplyPowerUp(GameObject obj)
    {
        // Ensure obj has a player movement behaviour and get a reference to it
        PlayerMovementBehaviour movement = obj.GetComponentInParent <PlayerMovementBehaviour>();

        if (movement == null)
        {
            return(false);
        }

        switch (_changeType)
        {
        // If the type is additive, add the speed change
        case ChangeType.ADDITIVE:
            movement.MoveSpeed += _speedChange;
            return(true);

        // If the type is percentile, multiply the speed change
        case ChangeType.MULTIPLICATIVE:
            movement.MoveSpeed *= _speedChange;
            return(true);

        // If somehow neither is true, return false
        default:
            return(false);
        }
    }
Пример #2
0
 void Start()
 {
     _playerMovement                      = GetComponent <PlayerMovementBehaviour>();
     _playerShootBehaviour                = GetComponent <PlayerShootBehaviour>();
     _projectileSpawnerBehaviour          = GetComponent <ProjectileSpawnerBehaviour>();
     _playerControls.Ship.Fire.performed += context => _projectileSpawnerBehaviour.Fire();
 }
Пример #3
0
        public StatusEffectFaster(int duration, float increaseValue)
        {
            Duration       = duration;
            _increaseValue = increaseValue;

            _playerMovementBehaviour              = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>();
            _playerMovementBehaviour.MaxVelocity += _increaseValue;
        }
        private void Start()
        {
            GameObject playerObject = GameObject.Find("Player");

            _playerMovementBehaviour = playerObject.GetComponent <PlayerMovementBehaviour>();
            _healthBehaviour         = playerObject.GetComponent <HealthBehaviour>();

            _damageRateInverse = 1.0f / DamageRate;
        }
Пример #5
0
    override protected void init()
    {
        DialogHitbox = transform.Find("hb_dialog").gameObject;
        Weapon       = transform.Find("Weapon").gameObject;
        movement     = GetComponent <PlayerMovementBehaviour>();
        roll         = GetComponent <PlayerRollBehaviour>();

        Eq = new EquiptmentInventory();
        Eq.OnEquipChangedCallback += updateStats;
    }
        public StatusEffectSlower(int duration, float accelerationFactor, float frictionFactor, AudioClip clip)
        {
            Duration            = duration;
            _accelerationFactor = accelerationFactor;
            _frictionFactor     = frictionFactor;
            _clip = clip;

            AudioManager.Play(_clip, AudioCategory.Effect);
            _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>();
            _playerMovementBehaviour.Acceleration *= _accelerationFactor;
            _playerMovementBehaviour.Friction     *= _frictionFactor;
        }
Пример #7
0
    void Awake() {
        hoverMove = GetComponent<PlayerMovementBehaviour>();
        flight = GetComponent<PlayerFlightBehaviour>();
        cam = GetComponent<PlayerCameraBehaviour>();
        leavesEffect = GetComponentInChildren<PlayerLeavesBehaviour>();
        speedEffect = GetComponentInChildren<SpeedEffectBehaviour>();
        phys = GetComponentInChildren<PlayerPhysicsBehaviour>();

        animator = GetComponentInChildren<Animator>();
        audio = GetComponent<AudioSource>();

        soundManager = FindObjectOfType<SoundManager>();
    }
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindObjectOfType <PlayerMovementBehaviour>();
 }
 // Start is called before the first frame update
 void Start()
 {
     _movement = GetComponent <PlayerMovementBehaviour>();
 }
Пример #10
0
 void Start()
 {
     spawn_timer = spawn_time;
     player      = GameObject.FindObjectOfType <PlayerMovementBehaviour>();
 }
 // Use this for initialization
 void Start()
 {
     myMover           = gameObject.GetComponent <PlayerMovementBehaviour>();
     myParticleHandler = gameObject.GetComponent <ParticleTriggerBehaviour>();
 }
 // Start is called before the first frame update
 void Start()
 {
     _gun              = GetComponent <ProjectileSpawnerBehaviour>();
     _playerMovement   = GetComponent <PlayerMovementBehaviour>();
     _initialMoveSpeed = _playerMovement.MoveSpeed;
 }
 private void Start()
 {
     _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>();
 }
Пример #14
0
 void Awake()
 {
     playerMovementBehaviour = this;
 }
 public override void Start()
 {
     base.Start();
     _playerMovementBehaviour = GameObject.Find("Player").GetComponent <PlayerMovementBehaviour>();
 }