private void NewTrail() { GameObject trail = Instantiate(playerTrailPrefab) as GameObject; fullTrail.Add(trail); currentPlayerTrail = fullTrail.Last().GetComponent <PlayerTrail>(); currentPlayerTrail.SetTransform(currentPlayerTransform); }
void Start() { sprite = transform.FindChild("PlayerPlaceholder").GetComponent <SpriteRenderer>(); weapon = GameObject.Find("Sword").GetComponent <Sword> (); state = PlayerState.NORMAL; stealthDegenRate = 10.0f; trail = this.GetComponent <PlayerTrail>(); }
private void Awake() { trailContainer = new GameObject("Trail Container").transform; trailContainer.SetParent(transform, false); if (Instance == null) { Instance = this; } }
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"); }
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); } } }
// 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; }
void SpawnTrail() { if(GameObject.FindObjectOfType<PlayerTrail>() == null) { _playerTrail = Instantiate (playerTrailPrefab, this.transform.position, this.transform.rotation) as PlayerTrail; } }
void ResetPlayerTrail() { Destroy (_playerTrail.gameObject); _playerTrail = Instantiate (playerTrailPrefab, transform.position, transform.rotation) as PlayerTrail; }
// ======================================================================== // METHODS // ======================================================================== void Start() { //_playerAnimator = gameObject.GetComponent<Animator>(); _masterTrail = MasterObject.GetComponent <PlayerTrail>(); _smoothBool = true; }
private void Awake() { inst = this; }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerMovement = player.GetComponent <PlayerMovement>(); playerTrail = player.GetComponent <PlayerTrail>(); }
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); }
void SpawnTrail() { _playerTrail = Instantiate(playerTrailPrefab, this.transform.position, this.transform.rotation) as PlayerTrail; }
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; }