///Just For temporary powers ////Oyuncu yeteneği aktif hale getirince çağıralacak public void GivePower(PowerUp powerUp) { p = FindObjectOfType <Player>(); pShoot = p.GetComponent <Player_Shoot>(); ///Eğer aktif bir power up varsa geri dön ///Bunu şimdilik geçici bir çözüm olarak koyuyorum belki power uplar stacklenebilir bilmiyorum. if (p.isThereActivePowerUp) { return; } ///Geçici kod buraya kadar switch (powerUp.powerUpType) { case PowerUpType.MachineGun: powerUp.tempData.Clear(); Debug.Log("machine gun 0"); pShoot.canRecoil = false; powerUp.tempData.Add(pShoot.NormalShootTimeLimit); pShoot.NormalShootTimeLimit = 0.2f; p.isThereActivePowerUp = true; StartCoroutine(GetPowerBack(powerUp)); break; case PowerUpType.UnPerfectShield: Debug.Log("UnPerfect Shield 0"); pShoot.canShoot = false; GameObject a = Instantiate(powerUp.neededPrefab, p.transform.position, Quaternion.identity); a.transform.SetParent(p.transform); //hasar almasını engelle p.dontGetDamage = true; p.isThereActivePowerUp = true; StartCoroutine(GetPowerBack(powerUp)); break; case PowerUpType.ExplosivePower: powerUp.tempData.Clear(); ProjectileManager manager = FindObjectOfType <ProjectileManager>(); Debug.Log("Explosive power"); /* // tempdata 0 normal * powerUp.tempData.Add(manager.NormalRecoilForce); * // tempdata 1 middle * powerUp.tempData.Add(manager.MiddleRecoilForce); * // tempdata 2 powerdul * powerUp.tempData.Add(manager.PowerfulRecoilForce); */ manager.NormalRecoilForce *= 2; manager.MiddleRecoilForce *= 2; manager.PowerfulRecoilForce *= 2; p.isThereActivePowerUp = true; p.CallExplosivePowerUpEnumerator(); break; default: break; } }
void Start() { GameObject p = GameObject.FindGameObjectWithTag("Player"); p_c = p.GetComponent <Player_Controller>(); p_s = p.GetComponent <Player_Shoot>(); }
void Start() { if (isLocalPlayer) { shootScript = GetComponent <Player_Shoot>(); } }
void Start() { camOffset = new Vector3(0f, CamVerticalOffset, 0f); MainSceneCamera = GetComponent<Player_Setup>().MainSceneCamera; sceneCamTranform = MainSceneCamera.transform; P_Info = GetComponent<Player_Info>(); P_Shoot = GetComponent<Player_Shoot>(); }
void Start() { //get the main player from the game manager //if the game manager isn't initialized for some reason (Stupid getter isnt working the way it should?) then cancel if (!DATACORE.PlayerClassStats.clientGameObject) return; m_player = DATACORE.PlayerClassStats.clientGameObject; //PlayerController control = m_player.GetComponent<PlayerController>(); m_playerShoot = m_player.GetComponent<Player_Shoot>(); m_playerCamera = m_player.transform.FindChild("PlayerCamera").transform; //initialize the object to send the event to if (!sendEventTo) sendEventTo = gameObject.transform.parent.gameObject; }
//*************************************************************************************************** void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } PlayerMovement = gameObject.GetComponent <Player_Movement>(); PlayerShoot = gameObject.GetComponent <Player_Shoot>(); PlayerStamina = gameObject.GetComponent <Player_Stamina>(); }
void Start() { player = FindObjectOfType <Player_Shoot>(); p = FindObjectOfType <Player>(); }
void GetListOfPlayers() { playersList = GameManagerScript.instance.players; m_playerShoot = DATACORE.PlayerClassStats.clientGameObject.GetComponent<Player_Shoot>(); }
void Start() { player_Shoot = GetComponent <Player_Shoot>(); energySprite = energyGlass.GetComponent <SpriteRenderer>(); }
// Use this for initialization void Awake() { _playershoot = GetComponent <Player_Shoot>(); }