private void Awake() { remainingBurnTime = forceFieldData.duration; powerUpUI = GameObject.FindGameObjectWithTag("BurnPowerUpUI").GetComponent <CooldownScript>(); powerUpUI.SetMaxCooldown(forceFieldData.duration, true); GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScript>().ChangeHealth(healthGiven); burnAnimationTime = burnEffectPrefab.GetComponent <Animator>().runtimeAnimatorController.animationClips[0].length; }
void Awake() { itemId = ItemType.food + itemNo.ToString(); food = new Item(itemId); gameObject.name = food.getItemName(); cooldownScript = new CooldownScript(); localPlayer = GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer; }
private void Awake() { remainingForceFieldTime = forceFieldData.duration; spriteRenderer = GetComponent <SpriteRenderer>(); edgeCollider = GetComponent <EdgeCollider2D>(); player = GetComponentInParent <PlayerScript>(); Hide(); powerUpUI = GameObject.FindGameObjectWithTag("PowerUpUI").GetComponent <CooldownScript>(); powerUpUI.SetMaxCooldown(forceFieldData.duration, true); }
void Update() { // If weapon is loot, none of functions will be able to use, just giving infos to CameraRay if (!isLoot) { if (GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer && cooldownScript == null) { localPlayer = GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer; cooldownScript = new CooldownScript(itemId, localPlayer, swingSpeed, loadSpeed); } // Change weaponMode, NOTE: Not all weapons have second mode if (Input.GetKeyDown(KeyCode.X)) { anim.Stop(); if (weaponMode == 0) { weaponMode = 1; } else { weaponMode = 0; } } if (weaponMode == 0) { if (canUse) { MouseFunctions.mouseClickActions(itemId, gameObject); } else { // Special Event of Firearms for late reloading if (zoomed && !anim.isPlaying) { switch (itemId) { case ItemId.musket: musketRightFunc(); break; case ItemId.pistov: pistovRightFunc(); break; default: break; } } else { if (!anim.isPlaying) { switch (itemId) { case ItemId.musket: reloadMusket(); break; case ItemId.pistov: reloadPistov(); break; default: break; } } } } } else { if (!anim.isPlaying) { MouseFunctions.mouseClickActions(itemId, gameObject); } } if (isReloadFinished) { isReloadFinished = false; decreaseAmmoStack(); } } }