// Use this for initialization
 void Start()
 {
     playerOnSummonArea = false;
     hint.SetActive(false);
     bloodCollector = GameObject.Find("Player").GetComponent<BloodCollector>();
     summoner = GameObject.Find("Altar").GetComponent<Summoner>();
 }
示例#2
0
 private void changeModel()
 {
     if (playerIsADemon)
     {
         player.GetComponent <HealthSystem>().updateLifeBar(demon.GetComponent <HealthSystem>().currentHealth);
         BloodCollector bloodCollector = player.GetComponent <BloodCollector>();
         bloodCollector.resetBar();
         bloodCollector.scoreBlood = demon.GetComponent <BloodCollector>().scoreBlood;
         bloodCollector.summonBar.gameObject.SetActive(true);
         player.transform.position = demon.transform.position;
         player.transform.rotation = demon.transform.rotation;
         player.SetActive(true);
         demon.SetActive(false);
     }
     else
     {
         demon.GetComponent <HealthSystem>().updateLifeBar(player.GetComponent <HealthSystem>().currentHealth);
         demon.GetComponent <BloodCollector>().scoreBlood = player.GetComponent <BloodCollector>().scoreBlood;
         player.GetComponent <BloodCollector>().summonBar.gameObject.SetActive(false);
         demon.transform.position = player.transform.position;
         demon.transform.rotation = player.transform.rotation;
         player.SetActive(false);
         demon.SetActive(true);
     }
     StartCoroutine("InvokeTheDemon");
 }
 // Use this for initialization
 void Start()
 {
     playerOnSummonArea = false;
     hint.SetActive(false);
     bloodCollector = GameObject.Find("Player").GetComponent <BloodCollector>();
     summoner       = GameObject.Find("Altar").GetComponent <Summoner>();
 }
示例#4
0
 void Start()
 {
     bloodCollector = GameObject.Find("Player").GetComponent <BloodCollector>();
     currentLevel   = getMaximunLevelAvailableFor(bloodCollector.scoreBlood);
     InvokeRepeating("instantiateEnemyIfNecessary", 0, wavesInfo[currentLevel].appearenceTimePeriod);
 }
示例#5
0
 void Start()
 {
     bloodCollector = GameObject.Find("Player").GetComponent<BloodCollector>();
     currentLevel = getMaximunLevelAvailableFor(bloodCollector.scoreBlood);
     InvokeRepeating("instantiateEnemyIfNecessary", 0, wavesInfo[currentLevel].appearenceTimePeriod);
 }