Пример #1
0
 private void Start()
 {
     animator  = GetComponent <Animator>();
     input     = GetComponent <InputHandler>();
     sprite    = GetComponent <SpriteRenderer>();
     hook      = GetComponent <newHook>();
     player    = GetComponent <PlayerController>();
     rigidbody = GetComponent <Rigidbody2D>();
 }
Пример #2
0
    private void TakeTheHook_OnCollect(object sender, System.EventArgs e)
    {
        //Activates hook script
        newHook playerHook = FindObjectOfType <newHook>();

        playerHook.Has_hook = true;

        //Saves this state
        MemoryManager.Memory.HasHook = true;
    }
Пример #3
0
 private void togglePlayer(bool toggle)
 {
     SpriteRenderer playerRenderer = player.GetComponent<SpriteRenderer> ();
     Rigidbody2D playerRigidBody = player.GetComponent<Rigidbody2D> ();
     newHook playerHook = player.GetComponent<newHook> ();
     surge.SetActive(false);
     playerRenderer.enabled = toggle;
     playerRigidBody.simulated = toggle;
     playerHook.enabled = toggle;
     gun.GetComponent<newGun>().enabled = toggle;
 }
Пример #4
0
    private void Start()
    {
        //Objetos de posição
        arrow  = GameObject.FindGameObjectWithTag("HookArrow"); //Quando não está proximo de um ponto de hook, objeto se mantem proximo ao player
        target = GameObject.FindGameObjectWithTag("Target");    //Apenas um Objeto de visualização

        player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
        hook   = GameObject.FindGameObjectWithTag("Player").GetComponent <newHook>();
        input  = GameObject.FindGameObjectWithTag("Player").GetComponent <InputHandler>();

        arrow_old_position = arrow.transform.localPosition;
    }
Пример #5
0
    void Start()
    {
        //recebe os componentes
        hook  = GetComponent <newHook>();
        input = GetComponent <InputHandler>();
        rb    = GetComponent <Rigidbody2D>();

        hook_force     *= 0.01f;
        rb.gravityScale = 1;

        //set velocity of jump by head count
        jump_max_velocity = Mathf.Sqrt(jump_max_heads * head_scale * Physics2D.gravity.y * -2);
        jump_min_velocity = Mathf.Sqrt(jump_min_heads * head_scale * Physics2D.gravity.y * -2);

        MemoryManager.OnSave += passAnimator;
    }