// Use this for initialization void Start() { //Ignore collision with own Enemy layer Physics2D.IgnoreLayerCollision(0, 9); animator = this.GetComponent <Animator>(); generalMovementScript = GameObject.FindGameObjectWithTag("GeneralScripts").GetComponent <GeneralMovement>(); characterTexture = GetComponent <Image>(); gameObject.transform.GetChild(0).GetComponent <Image>(); WeaponsEquipped.Add(new Pistol()); //Init player weapon sprite playerWeapon = gameObject.transform.Find("PlayerWeapon"); playerWeapon.GetComponent <Image>().sprite = WeaponsEquipped[CurrentWeapon].WeaponSprite; playerWeapon.localPosition = gameObject.transform.position; //Get player color spriteRenderer = GetComponent <SpriteRenderer>(); defaultColour = spriteRenderer.color; BerserkColour = new Color(0.7803f, 0.1490f, 0.1490f, 1); PlayerPrefs.SetString("lastloadedscene", SceneManager.GetActiveScene().name); //Debug.Log(PlayerPrefs.GetFloat("respawntocheckpoint")); if (PlayerPrefs.GetFloat("respawntocheckpoint") >= 1) { transform.position = new Vector3(PlayerPrefs.GetFloat("respawnhere"), PlayerPrefs.GetFloat("respawnhere1"), 0); PlayerPrefs.DeleteKey("respawntocheckpoint"); PlayerPrefs.DeleteKey("savecheckpoint"); } }
private void Awake() { m_movement = GetComponent <GeneralMovement>(); navMeshAgent = GetComponent <NavMeshAgent>(); cameraCover = GetComponent <CameraCover>(); m_movement.enabled = false; }
public void BulletObjectInit() { generalMovementScript = GameObject.FindGameObjectWithTag("GeneralScripts").GetComponent <GeneralMovement>(); enemyManager = GameObject.FindGameObjectWithTag("EnemyManager").GetComponent <EnemyManager>(); Destination = new Vector3(0, 0, 0); theCharacter = GameObject.FindGameObjectWithTag("MainCharacter").GetComponent <CharacterObject>(); }
private void Awake() { movement = this.GetComponent <GeneralMovement>(); this.gameObject.layer = LayerMask.NameToLayer("Player"); SetupControls(); AssignCompletionFunction(); }