void Awake() { character = GetComponent<Character>(); characterMovement = GetComponent<CharacterMovement>(); anim = GetComponent<Animator>(); audioSource = GetComponent<AudioSource>(); }
// Use this for initialization void Start () { character = GameObject.FindWithTag ("Player").GetComponent<CharacterMovement> (); if (character == null) Debug.LogError ("Character with \"Player\" tag not found"); combo = GetComponent<DanceCombos>(); }
void OnTriggerEnter2D(Collider2D other) { scriptMove = player.GetComponent<CharacterMovement> (); scriptHP = player.GetComponent<Health> (); if (other.tag == "Hero"){ Destroy(gameObject); float rekt = Random.value; if (rekt <= 0.2) { scriptMove.speed = 3f; //textbox.text = "Faster Speed! :)"; } else if (rekt > 0.2 && rekt <= 0.3) { scriptMove.speed = 1.5f; //textbox.text = "Slower Speed! :("; } else if (rekt > 0.3 && rekt <= 0.5) { scriptHP.Heal (1); //textbox.text = "+1 HP!! :D"; } else if (rekt > 0.5 && rekt <= 0.6) { scriptHP.TakeDamage (1); //textbox.text = "-1 HP!"; } else if (rekt > 0.6 && rekt <= 0.9) { scriptArrow.arrowDamage = 2; } else { scriptMove.speed = 2.5f; scriptArrow.arrowDamage = 1; } AudioSource.PlayClipAtPoint(sound, transform.position); } }
// Use this for initialization void Start () { attComp = (AttributeComponent)gameObject.GetComponent(typeof(AttributeComponent)); movement = (CharacterMovement)gameObject.GetComponent(typeof(CharacterMovement)); meleeSys = (MeleeSystem)gameObject.GetComponent(typeof(MeleeSystem)); rangedSys = (RangedSystem)GetComponent(typeof(RangedSystem)); abilitySys = (AbilitySystem)GetComponent(typeof(AbilitySystem)); }
public void AddToSelected(CharacterMovement characterMovement) { if(!characterMovement.getIsDead()){ selectedCharactersMovements.Add(characterMovement); characterMovement.SetCharacterSelection(true); } }
// Use this for initialization void Start () { PPS = (ProjectilePoolingSystem)GetComponent(typeof(ProjectilePoolingSystem)); attributes = (AttributeComponent)GetComponent(typeof(AttributeComponent)); movement = (CharacterMovement)GetComponent(typeof(CharacterMovement)); anim = (Animator)GetComponent(typeof(Animator)); shotAnimationReady = false; }
void Start() { if (Camera.main != null) { cam = Camera.main.transform; } charMove = GetComponent<CharacterMovement> (); }
public override void Awake() { base.Awake (); gameController = GameObject.FindGameObjectWithTag(Tags.gameController); playersCounter = gameController.GetComponent<PlayersCounter>(); characterMovement = GetComponent<CharacterMovement>(); playersCounter.characterSpawned(); }
void OnTriggerEnter(Collider col) { if(col.gameObject.tag == "Player"){ movScript = col.GetComponent<CharacterMovement>(); Invoke("checkIfPushed",.1f); } }
void Start() { if (!pawn) { pawn = GameObject.FindWithTag("Player"); } movement = pawn.GetComponent<CharacterMovement>(); bero = pawn.GetComponent<Bero>(); }
public override bool TryInteract(CharacterMovement character) { if (character.collider.bounds.Intersects(this.collider.bounds)) { OnInteract(); return true; } return false; }
void Start() { character = GetComponent<Character>(); movement = GetComponent<CharacterMovement>(); anim = GetComponent<Animator>(); player = GameObject.FindWithTag("Player"); playerCharacter = player.GetComponent<Character>(); audioSource = GetComponent<AudioSource>(); }
// Use this for initialization void Start() { coll = (Collider2D)GetComponent(typeof(Collider2D)); coll.enabled = false; playerMovement = (CharacterMovement)GameObject.Find("Player").GetComponent(typeof(CharacterMovement)); playerHealth = (HealthSystem)GameObject.Find("Player").GetComponent(typeof(HealthSystem)); anim = (Animator)GetComponent(typeof(Animator)); timesSinceScream = timesSinceRightHand = timesSinceLeftHand = 1; }
void OnMouseUp() { if (BuildMenu != null) { CharacterMovement charMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterMovement>(); charMovement.enabled = false; BuildMenu.SetActive(true); BuildMenu.GetComponent <BuildMenu>().buildingPlace = this.gameObject; } }
void OnTriggerExit(Collider other) { if (0 != (layers.value & 1 << other.gameObject.layer)) { if (m_CharacterController != null && other.gameObject == m_CharacterController.gameObject) { m_CharacterController = null; } } }
// Start is called before the first frame update void Start() { player = GameManager.instance.Player; charMov = player.GetComponent <CharacterMovement>(); playerHp = player.GetComponent <PlayerHealth>(); sphereCollider = GetComponent <SphereCollider>(); itemExplode = GetComponent <PowerItemExplode>(); sprite = GetComponent <SpriteRenderer>(); }
private void Start() { stats = GetComponent <CharacterStats>(); physic = GetComponent <CharacterPhysic>(); move = GetComponent <CharacterMovement>(); gravity = GetComponent <Gravity>(); physic.Layer += LayerMask.GetMask("Player"); physic.HitAction += HitCheck; MovementCommand(); }
public void MoveCharacter(Vector3 clickedPos) { currentTarget = new Vector3(); if (CharacterMovement.Move(thisAgent, clickedPos, out NavMeshPath path)) { currentTarget = clickedPos; thisAgent.path = path; isMoving = true; } }
// Use this for initialization void Awake() { movement = (CharacterMovement)gameObject.GetComponent(typeof(CharacterMovement)); walkingRight = false; rigplayer = (Rigidbody2D)GameObject.FindWithTag("Player").GetComponent(typeof(Rigidbody2D)); rigenemy = (Rigidbody2D)GetComponent(typeof(Rigidbody2D)); vision = (EnemyVision)GetComponent(typeof(EnemyVision)); rangeSys = (RangedSystem)GetComponent(typeof(RangedSystem)); anim = (Animator)GetComponent(typeof(Animator)); }
public void EnableAvatar() { interactionComponent.EnableInteraction(); CharacterMovement movementComponent = interactionComponent.gameObject.GetComponent <CharacterMovement>(); if (movementComponent != null) { movementComponent.EnableMovement(); } }
void Awake() { anim = GetComponent<Animator>(); movement = GetComponent<CharacterMovement>(); collider = GetComponent<BoxCollider2D>(); damageable = GetComponent<Damageable>(); audioSource = GetComponent<AudioSource>(); damageable.OnDamage += TakeDamage; }
private void OnTriggerEnter2D(Collider2D collision) { CharacterMovement sp = collision.GetComponent <CharacterMovement>(); if (sp != null) { //If player collides withh button activate spikes SpikeTrapAS.Ativated(); } }
private void Start() { control = this.GetComponent <CharacterMovement>(); padControls = new PlayerControls(); padControls.Gameplay.Move.performed += ctx => move = ctx.ReadValue <Vector2>(); padControls.Gameplay.Move.performed += ctx => move = Vector2.zero; padControls.Gameplay.Jump.performed += ctx => Jump(); }
// Start is called before the first frame update void Start() { oldSize1 = 0; oldSize2 = 0; changeSize = false; //duckMesh = GetComponentInChildren<SkinnedMeshRenderer>(); myDuck = GetComponent <Duck>(); movementScript = GetComponent <CharacterMovement>(); UIManagerScript = GameObject.Find("GameManager").GetComponent <UIManager>(); }
public int GetHitRate(CharacterMovement unit) { int weaponBonus = 0; if (unit.inventory.equippedWeapon) { weaponBonus = unit.inventory.equippedWeapon.hit; } return(unit.character.skll + (int)(unit.character.lck * 0.5) + weaponBonus); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); enemyMovement = GetComponent <CharacterMovement>(); enemyAnimation = GetComponent <CharacterAnimation>(); enemyStatus = GetComponent <Status>(); screenController = FindObjectOfType <ScreenController>(); GetRandomEnemy(); }
// Use this for initialization void Start () { if (!character) { Debug.LogWarning("Is necessary to attach a character to CameraBehaviour component"); } cm = character.GetComponent<CharacterMovement> (); transform.position = character.transform.position - transform.forward * cameraDistance; newPosition = transform.position; Physics.gravity = new Vector3(0, -9.81F, 0); }
void Start() { character = GetComponent <Character>(); movement = GetComponent <CharacterMovement>(); player = GameObject.FindWithTag("Player"); playerCharacter = player.GetComponent <Character> (); startPos = transform.position; StartCoroutine("Patrol"); StartCoroutine("SearchPlayer"); }
void Start() { charMovement = TargetLookAt.GetComponent <CharacterMovement>(); charTransform = TargetLookAt.transform; distance = Mathf.Clamp(distance, DistanceMin, DistanceMax); startingDistance = distance; Cursor.lockState = CursorLockMode.Locked; Reset(); }
public void SetMySpeed() { if (playerMovementController != null) { CharacterMovement movement = playerMovementController.GetMyMovement(); if (movement != null) { speed = movement.GetMovementSpeed(); } } }
public Character(CharacterMovement characterMovement, CharacterHighlight characterHighlight, GameObject characterActor, CharacterAttributes characterAttributes, CharacterEnum type, int team) { CharacterActor = characterActor; CharacterHighlight = characterHighlight; CharacterMovement = characterMovement; CharacterAttributes = characterAttributes; CharacterMovement.IsSelected = () => CharacterHighlight.State == CharacterHighlightEnum.Selected; CharacterMovement.attributes = CharacterAttributes; Type = type; Team = team; }
void Start() { character = GetComponent<Character>(); movement = GetComponent <CharacterMovement>(); player = GameObject.FindWithTag("Player"); playerCharacter = player.GetComponent<Character> (); startPos = transform.position; StartCoroutine ("Patrol"); StartCoroutine ("SearchPlayer"); }
private void Awake() { characterMovement_ = GetComponent <CharacterMovement>(); shieldMovement_ = GetComponent <ShieldMovement>(); shieldManager_ = GetComponent <ShieldManager>(); shieldBash_ = GetComponent <ShieldBash>(); shieldThrow_ = GetComponent <ShieldThrow>(); shieldWheel_ = transform.GetChild(2).GetComponent <ShieldSelectionWheel>(); collider_ = GetComponent <Collider2D>(); health_ = GetComponent <Health>(); }
private void OnTriggerExit(Collider other) { underwaterUI.SetActive(false); if (cm = other.gameObject.GetComponent <CharacterMovement>()) { if (!jumpCD && cm.jumpsRemaining > 0) { cm.jumpsRemaining--; } } }
// Use this for initialization void Start() { CharStateScript = GetComponent <CharacterState>(); CharMoveScript = GetComponent <CharacterMovement>(); AssignEquipAllRandom(true); //Automatically slot first avaiable weapon to each slot if (inventorySysScript != null) { inventorySysScript.Init(); inventorySysScript.StocktakingEquipped(new EquipmentClass[] { equipedMelee, equipedRange, equipedSpecialActive, equipedSpecialPassive }); } }
// Use this for initialization void Start () { waveLabel = GameObject.Find("WaveNumber").GetComponent<Text>(); scoreLabel = GameObject.Find("Score").GetComponent<Text>(); z = GetComponent<ZombieCreator> (); score = 100; score += (multiplier * z.wave); waveLabel.text = waveTag + z.wave; scoreLabel.text = scoreTag + score; cm = GameObject.FindGameObjectWithTag("Player").GetComponent<CharacterMovement> (); Invoke ("givePoints", 1); }
private Quaternion serverLastPredRotation; //CLIENT SIDE last predicted rot from server void Start() { inputStates = new Queue <CharacterInput.InputState>(); cameraMouseAim = Camera.main.GetComponent <CameraMouseAim>(); cameraAimPoint = Camera.main.GetComponent <CameraAimPoint>(); characterInput = GetComponent <CharacterInput>(); characterMovement = GetComponent <CharacterMovement>(); characterRotation = GetComponent <CharacterRotation>(); }
// Use this for initialization void Start () { cm = this; canMove = true; animator = GetComponent<Animator>(); moveToward = Vector3.zero; characterController = GetComponent<CharacterController>(); audio = GetComponent<AudioSource>(); bgAudio = mainCamera.GetComponent<AudioSource>(); InvokeRepeating("CreateFootPrint", 0.0f, trailInterval); }
private void OnTriggerEnter2D(Collider2D collision) { CharacterMovement sp = collision.GetComponent <CharacterMovement>(); if (sp != null) { //Player activates this trap, shoot sparkes than fire Spark.Ativated(); FireTrap.Ativated(); } }
// Use this for initialization void Start() { m_moveTo = new MoveToCommand(); m_moveUp = new MoveUpCommand(); m_moveDown = new MoveDownCommand(); m_moveLeft = new MoveLeftCommand(); m_moveRight = new MoveRightCommand(); m_stopMovement = new StopMovementCommand(); m_characterMovement = GetComponent <CharacterMovement>(); currentCharacterState = CharacterState.Idle; }
private void Start() { characterMovement = Player.GetComponent <CharacterMovement>(); col = GetComponent <Collider>(); Physics.IgnoreLayerCollision(8, 8); rb = this.GetComponent <Rigidbody>(); onPlatformMovement = Player.GetComponent <OnPlatformMovement>(); stateManager = Player.GetComponent <StateManager>(); // Physics.IgnoreCollision(Player.GetComponent<Collider>(), GetComponent<Collider>()); // characterMovement = Player.GetComponent<CharacterMovement>(); }
void Awake() { //Can use a less precise h to speed up calculations //Or a more precise to get a more accurate result //But lower is not always better because of rounding errors h = Time.fixedDeltaTime * 1f; //gunObj.rotation = transform.rotation; lineRenderer = gunObj.GetComponent <LineRenderer>(); mousePos = Vector2.zero; controller = GetComponent <CharacterMovement>(); }
private void Start() { player = GameObject.FindWithTag("Player").transform; agent = GetComponent <NavMeshAgent>(); bossStatus = GetComponent <Status>(); agent.speed = bossStatus.speed; bossAnimation = GetComponent <CharacterAnimation>(); bossMovement = GetComponent <CharacterMovement>(); bossSlider.maxValue = bossStatus.initialHealth; UpdateInterface(); }
void Awake() { CurrentHealth = maxHealth; characterMovement = this.GetComponent <CharacterMovement>(); character = this.GetComponent <Character>(); if (character.characterType == Character.CharacterType.Player) { UIManager.Instance.UpdatePlayerHealthUI(CurrentHealth, maxHealth); } }
protected override void Start() { actionComponent = GetComponent <ActionComponent>(); unitInfo = GetComponent <UnitInfo>(); movement = GetComponent <CharacterMovement>(); ik = unitInfo.GetComponent <GenericIK>(); unitInfo.AddDamageEvent(delegate(UnitInfo _causer, float _damage) { if (unitInfo.GetHP() <= 0) { SetState(AIState.die); return; } float[] roarHPs = { 75, 50, 25 }; for (int i = 0; i < roarHPs.Length; i++) { if (unitInfo.GetLastHP() > roarHPs[i] && unitInfo.GetHP() <= roarHPs[i]) { if (unitInfo.GetCondition() >= ConditionData.UnitCondition.stuned) { unitInfo.GetComponent <ActionComponent>().UseSkill("WakeUp", true); } readyType = ActionReadyType.Roar; unitInfo.RemoveCrowdControlAll(); } } } ); unitInfo.AddStateChangeEvent(delegate(UnitInfo.UnitState _new, UnitInfo.UnitState _old) { } ); weaknessPointObject.AddEvent( delegate(Transform caller) { Debug.Log(caller); StartCoroutine(DisappearWeakness()); unitInfo.AddCrowdControl(ConditionData.UnitCondition.stuned, 5, delegate() { unitInfo.GetComponent <ActionComponent>().UseSkill("WakeUp", true); StartCoroutine(AppearWeakness(UnityEngine.Random.Range(0, weaknessPoints.Count))); } ); actionComponent.StopAction(); movement.Stop(); movement.StopRotating(); } ); actionTarget = new GameObject(transform.name + " Action Target").transform; StartCoroutine(AppearWeakness(UnityEngine.Random.Range(0, weaknessPoints.Count))); base.Start(); //actionTarget = pivot; }
private void OnTriggerExit(Collider other) { other.transform.SetParent(null); CharacterMovement c = other.GetComponent <CharacterMovement>(); if (c != null) { c.SetOnMovingPlatform(false); } }
void Awake() { _animator = GetComponent <Animator>(); _controller = GetComponent <CharacterMovement>(); _playerCharacter = GetComponent <PlayerCharacter>(); // listen to some events for illustration purposes // _controller.onControllerCollidedEvent += onControllerCollider; // _controller.onTriggerEnterEvent += onTriggerEnterEvent; // _controller.onTriggerExitEvent += onTriggerExitEvent; }
// Use this for initialization void Start() { if (movement == null) { movement = GetComponent <CharacterMovement>(); } if (elementBending == null) { elementBending = GetComponent <ElementBending>(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (charMov == null) { charMov = animator.gameObject.GetComponent <CharacterMovement>(); } if (charMov != null) { charMov.slowOnLanding(); } }
// Update is called once per frame void FixedUpdate() { var player = GameObject.FindGameObjectWithTag("Player"); if (Input.GetMouseButton(0)) { if (movementController == null) { if (player) { movementController = player.GetComponent<CharacterMovement>(); if (movementController == null) { Debug.Log("No character movement script attached"); } } else { Debug.Log("Can't fin Player"); } } else { var layerMask = 1 << 8; layerMask = ~layerMask; RaycastHit rayHit = new RaycastHit(); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out rayHit, Mathf.Infinity, layerMask)) { var ball = GameObject.FindGameObjectWithTag("Ball"); ball.transform.position = rayHit.point; targetPosition = rayHit.point; agent.SetDestination(targetPosition); } } } agent.transform.position = player.transform.position; if (movementController != null) { if ( (targetPosition - movementController.gameObject.transform.position).magnitude > .1) { movementController.Move(agent.desiredVelocity); } else { movementController.Move(Vector3.zero); } } }
// Use this for initialization void Awake() { if (characterManagerPrefab == null) { characterManagerPrefab = GameObject.FindGameObjectWithTag("CharacterManager"); } characterManager = characterManagerPrefab.GetComponent<CharacterManager>(); characterMovement = GetComponent<CharacterMovement>(); playerUse = GetComponent<PlayerUse>(); CharacterAnimationController.SetAnimatorReference(characterName, GetComponent<Animator>()); rigBody = GetComponent<Rigidbody>(); specialIdleController = GetComponent<SpecialIdleController>(); deadParticles = transform.Find("DeadParticles").gameObject.GetComponent<ParticlesActivator>(); resurrectionParticles = transform.Find("ResurrectionParticles").gameObject.GetComponent<ParticlesActivator>(); playerParticles = transform.Find("PlayerParticles").gameObject.GetComponent<ParticlesActivator>(); }
// Use this for initialization void Start() { love = 15; pickUp = false; timer = 0; boy = GameObject.FindGameObjectWithTag ("boy"); mom = GameObject.FindGameObjectWithTag ("mom"); momTransform = mom.GetComponent<Transform> (); momMove = mom.GetComponent<MomMovement> (); momShoot = mom.GetComponent<MomShooting> (); player = GameObject.FindGameObjectWithTag ("Player"); playerRB = player.GetComponent<Rigidbody2D> (); playerMove = player.GetComponent<CharacterMovement> (); }
// Use this for initialization void Awake () { attributes = (AttributeComponent)GetComponent(typeof(AttributeComponent)); movement = (CharacterMovement)GetComponent (typeof(CharacterMovement)); rigidBody = (Rigidbody2D)GetComponent(typeof(Rigidbody2D)); anim = (Animator)GetComponent(typeof(Animator)); idleStateExecuted = false; int enemyLayer = LayerMask.NameToLayer("Enemies"); int playerLayer = LayerMask.NameToLayer("Player"); //wenn wir spieler sind, sind gegner gegner, ansonsten is der spieler der gegner if (this.gameObject.layer == enemyLayer) opponentLayer = playerLayer; else opponentLayer = enemyLayer; }
// Use this for initialization void Start () { cc = GameObject.FindGameObjectWithTag ("Player"); cm = cc.GetComponent<CharacterMovement>(); enemy = GameObject.FindGameObjectsWithTag ("Enemy"); for (int i = 0; i < enemy.Length; i++) { zombie = enemy [i]; distance = Vector3.Distance (transform.position, zombie.transform.position); if (distance < 3) { Destroy (zombie); } } distance = Vector3.Distance (transform.position, cc.transform.position); if (distance < 3) { cm.isAlive = false; } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag ("Player"); pAttack = player.GetComponent<PlayerAttack> (); pMove = player.GetComponent<CharacterMovement> (); HUD = GameObject.Find ("HUD"); if (projectileIndex == 1) { if (pMove.isRight && !pMove.isDown && !pMove.isUp) GetComponent<Rigidbody2D> ().AddForce (Vector2.right * 4000f); else if (pMove.isLeft && !pMove.isDown && !pMove.isUp) GetComponent<Rigidbody2D> ().AddForce (Vector2.left * 4000f); else if (pMove.isUp) GetComponent<Rigidbody2D> ().AddForce (Vector2.up * 4000f); else if (pMove.isDown) GetComponent<Rigidbody2D> ().AddForce (Vector2.down * 4000f); } }
public void SetCameraTarget(Transform t) { //if we want to set a new target at runtime target = t; if (target == null) { Debug.LogError("Your camera needs a target"); } else { if (target.GetComponent<CharacterMovement>()) character = target.GetComponent<CharacterMovement>(); else Debug.LogError("Your camera's target needs a CharacterController"); } }
// Use this for initialization void Start() { rb = GetComponent<Rigidbody2D> (); rb.velocity = new Vector2(10, 0); heart = GameObject.FindGameObjectWithTag ("heart"); mom = GameObject.FindGameObjectWithTag ("mom"); momTransform = mom.GetComponent<Transform> (); momShooting = mom.GetComponent<MomShooting> (); player = GameObject.FindGameObjectWithTag ("Player"); playerTransform = player.GetComponent<Transform> (); charMove = player.GetComponent<CharacterMovement> (); playerRB = player.GetComponent<Rigidbody2D> (); boy = GameObject.FindGameObjectWithTag ("boy"); boyTrans = boy.GetComponent<Transform> (); }
void Awake() { cameraScript = cam.GetComponent<StandardCamera>(); controllerScript = GetComponent<CharacterMovement>(); if (photonView.isMine) { //MINE: local player, simply enable the local scripts if (cam.GetComponent<RTSCamera>()) { } else { cameraScript.enabled = true; controllerScript.enabled = true; cameraScript.Initialize(transform); } } else { if (cam.GetComponent<RTSCamera>()) { Destroy(gameObject); } else { Destroy(cameraScript.gameObject); cameraScript.enabled = false; } controllerScript.enabled = true; controllerScript.GetComponent<PlayerPowers>().enabled = false; controllerScript.isControllable = false; } gameObject.name = gameObject.name + photonView.viewID; }
public static void setMovement(CharacterMovement character, Vector3 movement) { character.setMovement(movement); }
private void Awake() { m_Character = GetComponent<CharacterMovement>(); }