private void Start() { GameObject player = GameObject.FindWithTag("Player"); playerC = player.GetComponent<PlayerController>(); weapon_backpack_controller = player.GetComponent<WeaponBackpackController>(); GameObject log = GameObject.FindWithTag("Log"); notification_log = log.GetComponent<LogScript>(); }
// Use this for initialization void Awake() { boss = GameObject.FindGameObjectWithTag("Broodmother"); health = GetComponent<HealthController>(); backpack = GetComponent<WeaponBackpackController>(); anim = GetComponent<Animator>(); timeSinceSpawn = 0; animTimer = 0; justSpawned = false; PauseAI(); IC = GameObject.FindGameObjectWithTag("Player").GetComponent<InventoryController>(); P = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); floor = P.getCurrentFloor() + 1; }
// Use this for initialization void Start() { GameObject player = GameObject.FindWithTag("Player"); weapon_backpack_controller = player.GetComponent<WeaponBackpackController>(); weapon_name = GetComponent<Text>(); }
private void Start() { camera = GameObject.FindGameObjectWithTag("MainCamera"); //Find the camera CamControl = camera.GetComponent<CameraController>(); hud = GameObject.FindGameObjectWithTag("HUD"); player = GameObject.FindGameObjectWithTag("Player"); GameObject notificationLog = GameObject.FindWithTag("Log"); Log = notificationLog.GetComponent<LogScript>(); movement_controller = GetComponent<MovementController>(); weapon_backpack_controller = GetComponent<WeaponBackpackController>(); healthController = GetComponent<HealthController>(); RB = GetComponent<Rigidbody>(); Flashlight = GetComponentInChildren<FlashlightController>(); //Attach the flashlight Particles = GetComponentsInChildren<ParticleSystem>(); //Attach the powerfists SetPowerfists(false); Drop = false; TrackFace = true; this.toggle_movement = false; ScreenSize = new Vector3(Screen.width, Screen.height); doubleTapCountdown = 0; //doubleTapCounts = new int[4]; doubleTapCount = 0; //resetDoubleTapCount(); dashDirection = new Vector2(0, 0); //dashCooldownCountdown = 0; this.isDashing = false; dashForceCurrent = 1; dashStartTime = 0; isStunned = false; stunCountdown = 0; SetStunElectricity(false); //currentFloor = 0; dialogueLevel = 0; deepestLevelVisited = 0; currLevel = 0; level = 0; defense = 1f; }
public void SetBackpackController(WeaponBackpackController new_backpack_controller) { backpack_controller = new_backpack_controller; }
//private List<GameObject> bullets; //private int bulletAmount = 10; //private ObjectPooling pool; private void Start() { //var collider = this.GetComponent<BoxCollider>(); //collider.enabled = false; owner = transform.parent.root; backpack_controller = owner.GetComponent<WeaponBackpackController>(); //bullets = new List<GameObject>(); //StartCoroutine(makeBullets()); //pool = GameObject.Find("ObjectPool").GetComponent<ObjectPooling>(); }