void Start() { lunchTargets = new List <GameObject>(); agent = GetComponent <NavMeshAgent>(); mStunCheck = GetComponent <Stunable>(); lunchTargets.Add(GameObject.Find("PlayerAvatar")); ZombieAI[] zombies = FindObjectsOfType(typeof(ZombieAI)) as ZombieAI[]; foreach (ZombieAI zombie in zombies) { lunchTargets.Add(zombie.gameObject); } CompanionAI[] companions = FindObjectsOfType(typeof(CompanionAI)) as CompanionAI[]; foreach (CompanionAI companion in companions) { if (!companion.vitalNPC) //For making the Companion invulnerable { lunchTargets.Add(companion.gameObject); } } mAttacked = false; mAudioManager = FindObjectOfType(typeof(AudioManager)) as AudioManager; if (mAudioManager) { mAudioManager.AddSoundEffect("Dino Growl", mGrowl); } moveTarget = lunchTargets[0].transform.position; mSleeping = false; }
// Use this for initialization void Start() { NumberofShields = 0; agent = GetComponent <NavMeshAgent>(); mStunCheck = GetComponent <Stunable>(); Object pointerArrow = Instantiate(Resources.Load("Prefabs/ClickToMoveTarget", typeof(GameObject))); pointerArrow.name = "ClickToMoveIndicator"; clickToMoveIndicator = GameObject.Find("ClickToMoveIndicator"); mTimer = 0.0f; if (Application.platform == RuntimePlatform.IPhonePlayer) { //canTilt = true; } //Respawn with checkpoint put in start mInitialGasTimer = mGasTimer; mGasBarLength = mInitialGasTimer; mInitialShockTimer = mShockTimer; mShockBarLength = mInitialShockTimer; anim = GetComponent <Animator>(); anim.applyRootMotion = false; Sid = GameObject.Find("Sid_All_Anim"); mAudioManager = FindObjectOfType(typeof(AudioManager)) as AudioManager; if (mAudioManager) { mAudioManager.AddSoundEffect("Cough", mCoughSoundEffect); mAudioManager.AddSoundEffect("Shock", mShockSoundEffect); mAudioManager.AddSoundEffect("Sid Hover", mSIDHoverEffect); mAudioManager.AddSoundEffect("Sid Die", mSIDDieEffect); } levelMap = FindObjectOfType(typeof(MapConsole)) as MapConsole; }
// Start is called before the first frame update void Start() { if (StunComponent == null) { StunComponent = GetComponent <Stunable>(); } }
// Use this for initialization void Start() { lunchTargets = new List <GameObject>(); agent = GetComponent <NavMeshAgent>(); mStunCheck = GetComponent <Stunable>(); playerAvatar = GameObject.Find("PlayerAvatar"); mAttacked = false; mAudioManager = FindObjectOfType(typeof(AudioManager)) as AudioManager; if (mAudioManager) { mAudioManager.AddSoundEffect("Zombie Growl", mGrowl); } lunchTargets.Add(GameObject.Find("PlayerAvatar")); CompanionAI[] companions = FindObjectsOfType(typeof(CompanionAI)) as CompanionAI[]; foreach (CompanionAI companion in companions) { if (!companion.vitalNPC) //For making the Companion invulnerable { lunchTargets.Add(companion.gameObject); } } anim = GetComponent <Animator>(); anim.applyRootMotion = false; playerMovement = lunchTargets[0].GetComponent <PlayerMovement>(); }
void Start() { stun = new Stunable(); rigidbody2d = transform.parent.GetComponentInParent <Rigidbody2D>(); knockable = new Knockable(rigidbody2d); canMove = false; enemy = transform.parent.parent; target = GameObject.FindWithTag("Player").transform; //target the player range = GetComponent <CircleCollider2D>(); range.isTrigger = true; }
// Use this for initialization void Start() { player = GetComponent <Player>(); moveSpeedX = 1.75f; moveSpeedY = 1.3f; stun = new Stunable(); rbody = GetComponent <Rigidbody2D>(); knockable = new Knockable(rbody); anim = GetComponent <Animator>(); anim.SetFloat("input_x", 1); knockable.Multiplier = moveSpeedX; IsRunning = false; StartCoroutine(RunningLoseMana()); //spriteRenderer = GetComponent<SpriteRenderer>(); }
//If the stunable entity is stays here while its active, zap them void OnTriggerEnter(Collider other) { if (bActive) { if (other.gameObject.GetComponent <PlayerMovement>()) { other.gameObject.GetComponent <PlayerMovement>().mNumShocks++; } Stunable stunOther = other.gameObject.GetComponent <Stunable>(); if (stunOther != null) { stunOther.Stun(); stunOther.mTypeofStun = Stunable.StunType.ShockStun; } } }
void OnTriggerStay(Collider other) { PlayerMovement player = other.GetComponent <PlayerMovement>(); if (bActive) { Stunable stunOther = other.gameObject.GetComponent <Stunable>(); if (stunOther != null) { stunOther.Stun(); stunOther.mTypeofStun = Stunable.StunType.ShockStun; } if (player != null) { if (player.mNumShocks <= 1) { if (!mAffectedPlayer) { player.mShockStartTime = Time.time; player.mInShock = true; player.GetComponent <Stunable>().mTypeofStun = Stunable.StunType.ShockStun; player.mShockBarLength = other.GetComponent <PlayerMovement>().mShockTimer * 10; mAffectedPlayer = true; } } else { mAffectedPlayer = true; } } } else { if (player != null) { player.mInShock = false; mAffectedPlayer = false; player.GetComponent <Stunable>().mTypeofStun = Stunable.StunType.NotStunned; } } player = null; }
// Start is called before the first frame update void Start() { if (playerObj == null) { playerObj = GameObject.FindGameObjectWithTag("Player"); } if (stunComponent == null) { stunComponent = GetComponent <Stunable>(); } if (agent == null) { agent = GetComponent <NavMeshAgent>(); } if (emiter == null) { emiter = GetComponent <ParticleSystem>(); } }
//Trigger by the dinos and the zombies when the player dies public void PlayerDeath(GameObject killer, string killerID) { //Check to see if the player has a shield already if (NumberofShields > 0 && (killerID != "Killed by Gas" && killerID != "Killed by Shock")) { Stunable stunOther = killer.gameObject.GetComponent <Stunable>(); if (stunOther != null) { stunOther.Stun(); Sid.transform.position = killer.transform.position; Sid.GetComponent <Animator>().Play("Death"); Sid.transform.position = killer.transform.position; } Sid.transform.position = killer.transform.position; StartCoroutine(WaitForAnim(killer)); } else { //Assets.CustomeScripts.Metrics.AddMetric("Killer ID was:", killerID); FindObjectOfType <CameraFade>().sceneEnding = true; } } // end player death