void Start() { cam = Camera.main; character2D = PlayerManager.player.GetComponent <PlatformerCharacter2D>(); shooting = PlayerManager.shooting; rotation = PlayerManager.rotation; }
void Awake() { weapon = GameObject.Find("Weapon").GetComponent <WeaponShooting> (); player = GameObject.FindGameObjectWithTag("Player"); health = GameObject.Find("Player").GetComponent <PlayerHealth> (); weaponflag = GameObject.Find("WeaponManager 1").GetComponent <FirstAidManager> (); }
public SerializedNpc(GameObject gameObject) { position = new Position(gameObject.transform.position); WeaponShooting enemyShooting = gameObject.GetComponentInChildren <WeaponShooting>(); EnemyAI enemyNpc = gameObject.GetComponentInChildren <EnemyAI>(); NpcStats stats = gameObject.GetComponent <NpcStats>(); Npc npc = gameObject.GetComponentInChildren <Npc>(); maxHealth = stats.maxHealth; damage = stats.damage; armour = stats.armour; radiationResistance = stats.radiationResistance; movementSpeed = stats.movementSpeed; //stats.items = stats.items; experienceGained = stats.experienceGained; radius = npc.radius; dialogueFilename = npc.dialogueFilename; reaction = npc.reaction; questNames = new List <string>(); questStatuses = new List <QuestStatus>(); npc.quests.ForEach(quest => { questNames.Add(quest.title); questStatuses.Add(quest.status); }); attackSpeed = enemyShooting.meleeAttackSpeed; //weaponName = enemyShooting.weapon.name; chaseRadius = enemyNpc.chaseRadius; attackRadius = enemyNpc.attackRadius; meleeRadius = enemyNpc.meleeRadius; }
void Awake() { floorMask = LayerMask.GetMask("Floor"); anim = GetComponent <Animator> (); playerRigidbody = GetComponent <Rigidbody> (); weaponShooting = GetComponentInChildren <WeaponShooting> (); temp.Set(0, 0, 0); }
// Use this for initialization void Start() { WeaponShooting shotgun = FindObjectOfType <WeaponShooting>(); Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 objectPos = new Vector2(shotgun.transform.position.x, shotgun.transform.position.y); Vector2 heading = mousePos - objectPos; float distance = heading.magnitude; direction = heading / distance; transform.position += new Vector3(direction.x * offset, direction.y * offset, 0f); startPosition = transform.position; }
void Awake() { player = playerReference; stats = player.GetComponent <CharacterStats>(); equipment = player.GetComponent <Equipment>(); inventory = player.GetComponent <Inventory>(); shooting = player.GetComponentInChildren <WeaponShooting>(); rotation = player.GetComponentInChildren <CharacterRotation>(); DisableAI(); SetTags(); SetCamera(); }
public SerializedPlayer(GameObject player, GameObject gameMaster) { position = new Position(player.transform.position); CharacterStats stats = player.GetComponent <CharacterStats>(); WeaponShooting shooting = player.GetComponentInChildren <WeaponShooting>(); maxHealth = stats.currentHealth; damage = stats.damage; armour = stats.armour; radiationResistance = stats.radiationResistance; movementSpeed = stats.movementSpeed; gameManager = new SerializedGameManager(gameMaster); }
// Use this for initialization void Start() { weaponShootingScript = GetComponent <WeaponShooting>(); weaponSwapScript = GetComponent <WeaponSwap>(); playerSkillScript = GetComponent <PlayerSkills>(); playerControllerScript = GetComponent <PlayerController>(); playerBuildingControllerScript = GetComponent <PlayerBuildingController>(); playerStatsScript = GetComponent <PlayerStats>(); // Set Controller States defaultControllerState = new DefaultControllerState(this); buidlingControllerState = new BaseBuildingControllerState(this); currentControllerState = defaultControllerState; }
// Use this for initialization void Start() { shotgun = FindObjectOfType <WeaponShooting>(); Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 objectPos = new Vector2(shotgun.transform.position.x, shotgun.transform.position.y); Vector2 heading = mousePos - objectPos; float distance = heading.magnitude; Vector2 direction = heading / distance; Vector2 normal = new Vector2(1f, 0f); angle = Vector2.Angle(normal, direction); if (mousePos.y < objectPos.y) { angle = 360f - angle; } }
void Awake() { weapon = GameObject.Find("Weapon").GetComponent <WeaponShooting> (); player = GameObject.FindGameObjectWithTag("Player"); weaponflag = GameObject.Find("WeaponManager 1").GetComponent <M4Manager> (); }
private void Start() { weaponShootingScript = GetComponent <WeaponShooting>(); }
void SetEnemyShooting(WeaponShooting shooting) { shooting.meleeAttackSpeed = attackSpeed; //shooting.weapon = AssetsManager.GetItem(weaponName) as Weapon; }