Пример #1
0
    private void NewTrail()
    {
        GameObject trail = Instantiate(playerTrailPrefab) as GameObject;

        fullTrail.Add(trail);
        currentPlayerTrail = fullTrail.Last().GetComponent <PlayerTrail>();
        currentPlayerTrail.SetTransform(currentPlayerTransform);
    }
Пример #2
0
    void Start()
    {
        sprite = transform.FindChild("PlayerPlaceholder").GetComponent <SpriteRenderer>();
        weapon = GameObject.Find("Sword").GetComponent <Sword> ();
        state  = PlayerState.NORMAL;

        stealthDegenRate = 10.0f;
        trail            = this.GetComponent <PlayerTrail>();
    }
Пример #3
0
    private void Awake()
    {
        trailContainer = new GameObject("Trail Container").transform;
        trailContainer.SetParent(transform, false);

        if (Instance == null)
        {
            Instance = this;
        }
    }
Пример #4
0
    void Start()
    {
        sprite        = transform.FindChild("EnemyPlaceholder").GetComponent <SpriteRenderer>();
        minimapSprite = transform.FindChild("Minimap EnemyPlaceholder").GetComponent <SpriteRenderer>();
        LoSCollider   = transform.FindChild("LineOfSight");
        player        = GameObject.Find("Player").GetComponent <Player> ();
        playerTrail   = player.GetComponent <PlayerTrail>();
        waypointGraph = GameObject.Find("WaypointGraph").GetComponent <WaypointGraph>();


        StartCoroutine("Patrol");
    }
Пример #5
0
    private void TrailsAppear()
    {
        for (int trailNumber = 1; trailNumber <= numberOfTrails; trailNumber++)
        {
            currentPlayerTrail = fullTrail[trailNumber - 1].GetComponent <PlayerTrail>();

            if (trailNumber == numberOfTrails)
            {
                currentPlayerTrail.ChangeRed();
            }
            else
            {
                float percentageThrough = (float)(trailNumber) / (float)(numberOfTrails);
                currentPlayerTrail.ChangeOpacity(percentageThrough);
            }
        }
    }
Пример #6
0
    // Start is called before the first frame update
    void Start()
    {
        //Get GameManager
        manager     = GameObject.FindGameObjectWithTag("GameManager");
        gameManager = manager.GetComponent <GameManager>();

        //Get Spawner
        pickupSpawner = spawner.GetComponent <PickupSpawner>();

        //Get player trail
        playerTrail = gameObject.GetComponent <PlayerTrail>();

        //Get player movement
        playerMovement = gameObject.GetComponent <PlayerMovement>();

        //GetHeadPosition
        headPoint = head.position;
    }
Пример #7
0
 void SpawnTrail()
 {
     if(GameObject.FindObjectOfType<PlayerTrail>() == null)
     {
         _playerTrail = Instantiate (playerTrailPrefab, this.transform.position, this.transform.rotation) as PlayerTrail;
     }
 }
Пример #8
0
 void ResetPlayerTrail()
 {
     Destroy (_playerTrail.gameObject);
     _playerTrail = Instantiate (playerTrailPrefab, transform.position, transform.rotation) as PlayerTrail;
 }
Пример #9
0
        // ========================================================================
        // METHODS
        // ========================================================================

        void Start()
        {
            //_playerAnimator = gameObject.GetComponent<Animator>();
            _masterTrail = MasterObject.GetComponent <PlayerTrail>();
            _smoothBool  = true;
        }
Пример #10
0
 private void Awake()
 {
     inst = this;
 }
Пример #11
0
 // Start is called before the first frame update
 void Start()
 {
     player         = GameObject.FindGameObjectWithTag("Player");
     playerMovement = player.GetComponent <PlayerMovement>();
     playerTrail    = player.GetComponent <PlayerTrail>();
 }
Пример #12
0
    void Start()
    {
        _levelController = GameObject.FindObjectOfType<LevelController>();
        _renderer = this.GetComponent<Renderer>();
        _fader = this.GetComponent<Fader>();
        _rigidbody = this.GetComponent<Rigidbody2D>();
        _collider = this.GetComponent<Collider2D>();
        _lineRenderer = this.GetComponent<LineRenderer>();
        //_aimingGuide = GameObject.FindObjectOfType<AimingGuide>().GetComponent<AimingGuide>();
        //_flash = GameObject.FindObjectOfType<ColorFlash>();
        _startPosition = this.transform.position;

        interactableColor = _levelController.levelColor;

        _playerTrail = Instantiate(playerTrailPrefab, this.transform.position, this.transform.rotation) as PlayerTrail;

        this.UpdateMousePosition();
        this.SwitchToState(PlayerState.IDLE);
    }
Пример #13
0
 void SpawnTrail()
 {
     _playerTrail = Instantiate(playerTrailPrefab, this.transform.position, this.transform.rotation) as PlayerTrail;
 }
Пример #14
0
    void ResetPlayerTrail()
    {
        for (int i = 0; i < _prevTrails.Count; i++)
        {
            Destroy(_prevTrails[i].gameObject);
        }

        _prevTrails.Clear();

        Destroy(_playerTrail.gameObject);
        _playerTrail = Instantiate(playerTrailPrefab, transform.position, transform.rotation) as PlayerTrail;
    }