// Start is called before the first frame update void Start() { isNear = false; pu = player.GetComponent <playerUI>(); gm = FindObjectOfType <gamemanager>(); //animator = transform.parent.GetComponent<Animator>(); }
public override void init(GameObject T, playerUI pui) { player = T; _playerUI = pui; _anim = T.GetComponentInChildren <Animator>(); // fireball = T.GetComponentInChildren<BasicController2D>().fireball; }
public override void init(GameObject T, playerUI pui) { player = T; _playerUI = pui; _anim = T.GetComponentInChildren <Animator>(); enemyLayers = 1 << LayerMask.NameToLayer("Enemy"); // dont use index, must shift to get bits. attackPoint = player.transform.Find("attackPoint"); }
public override void init(GameObject T, playerUI pui) { player = T; _playerUI = pui; _anim = player.GetComponentInChildren <Animator>(); playercontrol = player.GetComponentInChildren <TayaController>(); Debug.Log(playercontrol); }
private void Awake() { if (playerUI.instance != null) { Destroy(gameObject); } else { playerUI.instance = this; } DontDestroyOnLoad(gameObject); }
void Start() { //link to the right hand rightHand = transform.FindChild("model/rightHand"); playerCam = transform.FindChild("Main Camera"); if(rightHand == null || playerCam == null){ Debug.Log("Could not find components"); } currentEvent = null; ui = gameObject.GetComponentInChildren<playerUI>(); }
public virtual void init(GameObject T, playerUI pui) { player = T; _playerUI = pui; }
// Start is called before the first frame update void Start() { pu = player.GetComponent <playerUI>(); getItemNum = 0; }
void Start() { PU = playerItem.GetComponent <playerUI>(); //TP(); }
// Use this for initialization void Start() { //init health this.Health = startHealth; myPlayerUI = gameObject.transform.Find("Main Camera").GetComponent<playerUI>(); }
void Start() { mouse_C(); player_Ui = GetComponent <playerUI>(); Gm = Game_m.GetComponent <gamemanager>(); }
/// <summary> /// Displays a preview of a player's abilities and game clock in a saved game in the Load Game Menu. /// </summary> private void LoadGamePlayerPreview( playerUI player, Vector3 [ ] data, float gameClock ) { //Load each of the player's abilities for ( int i = 0; i < data.Length; i++ ) { //Store the ability Ability a = Ability.AbilityList.GetAbilityByID ( (int)data [ i ].x ); //Load ability name player.abilityName [ i ].text = a.Name; //Check if the ability is active if ( data [ i ].y == 0 ) player.abilityName [ i ].color = new Color32 ( 200, 200, 200, 255 ); //Check if the ability is attached to a piece if ( a.AttachesToPiece ) { //Display the attached piece int piece = (int)data [ i ].z; switch ( (PieceColor)piece ) { case PieceColor.Red: player.abilityPiece [ i ].color = Piece.Display.Red; break; case PieceColor.Blue: player.abilityPiece [ i ].color = Piece.Display.Blue; break; case PieceColor.Green: player.abilityPiece [ i ].color = Piece.Display.Green; break; case PieceColor.Yellow: player.abilityPiece [ i ].color = Piece.Display.Yellow; break; case PieceColor.Black: player.abilityPiece [ i ].color = Piece.Display.Black; break; } } else if ( a.ID == Ability.AbilityList.NonagressionPact.ID && data [ i ].y == 0 ) { //Display pieces int p1Piece = (int)data [ i ].z / 10; int p2Piece = (int)data [ i ].z % 10; player.abilityPiece [ i ].gameObject.SetActive ( false ); player.p1NonagressionPiece [ i ].gameObject.SetActive ( true ); player.p2NonagressionPiece [ i ].gameObject.SetActive ( true ); switch ( (PieceColor)p1Piece ) { case PieceColor.Red: player.p1NonagressionPiece [ i ].color = Piece.Display.Red; break; case PieceColor.Blue: player.p1NonagressionPiece [ i ].color = Piece.Display.Blue; break; case PieceColor.Green: player.p1NonagressionPiece [ i ].color = Piece.Display.Green; break; case PieceColor.Yellow: player.p1NonagressionPiece [ i ].color = Piece.Display.Yellow; break; case PieceColor.Black: player.p1NonagressionPiece [ i ].color = Piece.Display.Black; break; case PieceColor.Grey: player.p1NonagressionPiece [ i ].color = Piece.Display.Grey; break; } switch ( (PieceColor)p2Piece ) { case PieceColor.Red: player.p2NonagressionPiece [ i ].color = Piece.Display.Red; break; case PieceColor.Blue: player.p2NonagressionPiece [ i ].color = Piece.Display.Blue; break; case PieceColor.Green: player.p2NonagressionPiece [ i ].color = Piece.Display.Green; break; case PieceColor.Yellow: player.p2NonagressionPiece [ i ].color = Piece.Display.Yellow; break; case PieceColor.Black: player.p2NonagressionPiece [ i ].color = Piece.Display.Black; break; case PieceColor.Grey: player.p2NonagressionPiece [ i ].color = Piece.Display.Grey; break; } } else { //Hide piece player.abilityPiece [ i ].gameObject.SetActive ( false ); } } //Load each player's game clock if ( Settings.SaveDataGameClock != 0 ) { //Display game clock int roundedTime = Mathf.CeilToInt ( gameClock ); int sec = roundedTime % 60; int min = roundedTime / 60; player.gameClock.text = String.Format ( "{0:00}:{1:00}", min, sec ); } else { //Hide game clock player.gameClock.text = ""; } }