// Use this for initialization protected override void Start() { base.Start(); controller = GetComponent <PlayerController>(); // PlayerController와 Player 스크립트가 같은 오브젝트에 붙어 있다고 가정 gunController = GetComponent <GunController>(); viewCamera = Camera.main; }
protected override void Start() { base.Start (); controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); viewCamera = Camera.main; }
private void DrawWeapon(int weaponID) { meleeObject.SetActive(false); GunController toInstantiate = WeaponDatabase.GetWeaponByID(weaponID); currentGC = (GunController)Instantiate(toInstantiate); currentGC.transform.parent = weaponsParent; currentGC.transform.localPosition = toInstantiate.thirdPersonPosition; currentGC.transform.localRotation = toInstantiate.thirdPersonRotation; currentGC.StripFunctions(true); currentVisuals = currentGC.GetComponent <GunVisuals>(); muzzleBrightness = currentGC.muzzleLight.intensity; GetComponent <AudioSource>().PlayOneShot(drawSound, 0.7f); targetFireRate = 60f / Mathf.Max(currentGC.firstRPM, (currentGC.secondMode != GunController.FireMode.None) ? currentGC.secondRPM : 0f, (currentGC.thirdMode != GunController.FireMode.None) ? currentGC.thirdRPM : 0f); currentGHP = null; pullPinSound = null; throwSound = null; if (currentVisuals) { foreach (GameObject go in currentVisuals.activateOnUse) { go.SetActive(false); } currentGC.firePos.GetComponent <AudioSource>().volume = 1f; } }
// Use this for initialization protected override void Start() { warningText.text = ""; if(isInUse){ audios = GetComponents<AudioSource>(); walking = audios[1]; shooting = audios[3]; // BGMusic.Play(); // BGMusic.volume = 0.8f; base.Start (); controller = GetComponent<PlayerController>(); viewCamera = Camera.main; gunController = GetComponent<GunController>(); } else{ audios = GetComponents<AudioSource>(); walking = audios[1]; shooting = audios[3]; base.Start (); controller = GetComponent<PlayerController>(); viewCamera = Camera.main; gunController = GetComponent<GunController>(); } }
void Update() { if (CEScript.ownGun == 1 && UIImage == OwnImage.Primary) { PriGCScript = CEScript.PrimaryWeapon.GetComponent <GunController>(); // 武器を更新する selectGunSprite(PriGCScript.gunType, PrimaryImage); // 明るくする PrimaryImage.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); // 使っていない方は薄くする if (SecondaryImage != null) { SecondaryImage.color = new Color(1.0f, 1.0f, 1.0f, 0.5f); } } else if (CEScript.ownGun == 2 && UIImage == OwnImage.Secondary) { SecGCScript = CEScript.SecondaryWeapon.GetComponent <GunController>(); // 武器を更新する selectGunSprite(SecGCScript.gunType, SecondaryImage); // 明るくする SecondaryImage.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); // 使っていない方は薄くする if (PrimaryImage != null) { PrimaryImage.color = new Color(1.0f, 1.0f, 1.0f, 0.5f); } } }
private IEnumerator NextLevel() { yield return(new WaitForSeconds(3f)); AsyncOperation op = SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex + 1); while (op != null && !op.isDone) { yield return(null); } _playerTransform = GameObject.FindGameObjectWithTag("Character")?.transform; fadeText = GameObject.FindGameObjectWithTag("FadeText")?.GetComponent <FadeText>(); PlayerMovement playerMovement = _playerTransform.gameObject.GetComponent <PlayerMovement>(); GunController gunController = _playerTransform.gameObject.GetComponentInChildren <GunController>(); playerMovement.StopPlayer(); playerMovement.enabled = false; if (gunController != null) { gunController.enabled = false; } StartCoroutine(fadeText.DoShowAndHideIntro(2f)); while (fadeText.Busy) { yield return(null); } playerMovement.enabled = true; if (gunController != null) { gunController.enabled = true; } }
// public Gun gun; protected override void Start() { base.Start(); myRigidBody = GetComponent <Rigidbody>(); gunController = GetComponent <GunController>(); mainCamera = FindObjectOfType <Camera>(); }
void Awake() { controller = GetComponent <PlayerController> (); gunController = GetComponent <GunController> (); viewCamera = Camera.main; FindObjectOfType <Spawner> ().OnNewWave += OnNewWave; }
private void Awake() { playerController = GetComponent <PlayerController>(); // assumo che PlayerController sia attaccato allo stesso oggetto a cui è attaccato questo script gunController = GetComponent <GunController>(); viewCamera = Camera.main; FindObjectOfType <Spawner>().OnNewWave += OnNewWave; }
// Use this for initialization void Start() { asEngine = GetComponent <AudioSource> (); car = GetComponent <myCarController> (); gun = GameObject.Find("SpawnRay").GetComponent <GunController> (); timeBetweenShot = gun.GetTimeBetweenShot(); }
private void DrawGrenade(int grenadeID) { meleeObject.SetActive(false); GrenadeController toInstantiate = GrenadeDatabase.GetGrenadeByID(grenadeID); GrenadeController grenInstance = (GrenadeController)Instantiate(toInstantiate); grenInstance.transform.parent = weaponsParent; grenInstance.transform.localPosition = toInstantiate.thirdPersonPosition; grenInstance.transform.localRotation = toInstantiate.thirdPersonRotation; grenInstance.PrepareForMultiplayer(); GetComponent <AudioSource>().PlayOneShot(drawSound, 0.7f); pullPinSound = toInstantiate.pullPinSound; throwSound = toInstantiate.throwSound; currentGHP = grenInstance.GetComponent <GrenadeHandler_Proxy>(); currentGHP.whp = this; currentGHP.grenadePrefab = grenInstance.grenadePrefab; currentGHP.displayMesh = grenInstance.displayMesh; currentGHP.throwStr = grenInstance.throwStrength; currentGHP.tossStr = grenInstance.tossStrength; currentGHP.ignoreColliders = ignoreGrenades; baseDelay = grenInstance.baseDelay; detonationDelay = grenInstance.detonationDelay; Destroy(grenInstance); currentGC = null; currentVisuals = null; }
// Update is called once per frame void Update() { enemiesLeftDisplay = GameObject.Find("EnemiesLeftBox").GetComponent <Text>(); healthDisplay = GameObject.Find("HealthDisplayBox").GetComponent <Text>(); bulletsDisplay = GameObject.Find("BulletsDisplayBox").GetComponent <Text>(); player = GameObject.Find("Yimmy"); if (enemiesLeft < 1) { winBall.SetActive(true); } else { winBall.SetActive(false); } enemiesLeftDisplay.text = "Enemies Left: " + enemiesLeft; MyFirstPersonControler playerScript = player.GetComponent <MyFirstPersonControler>(); healthDisplay.text = "Health: " + playerScript.playerHealth; GunController gunScript = gun.GetComponent <GunController>(); bulletsDisplay.text = "Bullets Left: " + gunScript.bullets; //if (winBall == null && Input.GetKeyDown(KeyCode.Space)) //{ // SceneManager.LoadScene("Scene_00", LoadSceneMode.Single); // round++; //} }
void Awake() { _playerController = GetComponent <PlayerController>(); _gunController = GetComponent <GunController>(); HealthDisplaySystem.DisplayHP(true); }
public override void Start() { base.Start(); controller = GetComponent<PlayerController>(); gunController = GetComponent<GunController>(); cam = Camera.main; }
// Use this for initialization void Start() { weaponType = "Minigun"; pController = GetComponent <PlayerController>(); gController = FindObjectOfType <GunController>(); viewCamera = FindObjectOfType <Camera>(); switch (weaponType) { case "Basic Blaster": bullets = 30; cbullets = bullets; charges = 2; // 4 cargadores break; case "Minigun": bullets = 60; cbullets = bullets; charges = 10; // 4 cargadores break; default: break; } }
// Use this for initialization void Start() { gmi = GameManager.Instance; mainCam = FindObjectOfType <Camera>(); gun = GetComponentInChildren <GunController>(); Invoke("LoadPlayer", 0.05f); }
void Start () { maStoreCam = GameObject.FindGameObjectWithTag ("MainCameraStore"); Destroy (maStoreCam); stScript = FindObjectOfType (typeof(StoreStuff)) as StoreStuff; money = 5; //money = System.Int32.Parse (stScript.moneyText.text); //Debug.Log ("Money is " + money); controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); moneyText = GameObject.FindGameObjectWithTag ("money"); mText = moneyText.GetComponent<Text> (); viewCamera = Camera.main; //swordButton = GameObject.Find ("swordButton"); startRot = transform.eulerAngles; sword = GameObject.FindGameObjectWithTag ("sword"); bow = GameObject.FindGameObjectWithTag ("bow"); sword.transform.localEulerAngles = new Vector3(0,90,50); sword.transform.position = GameObject.FindGameObjectWithTag("hold").transform.position; sword.transform.SetParent(this.transform); playerHealth = 3.0; hltScript = FindObjectOfType (typeof(Health2)) as Health2; incHealthScript = FindObjectOfType (typeof(IncreaseHealth)) as IncreaseHealth; Debug.Log ("tempHealth" + incHealthScript.temp); playerHealth = incHealthScript.temp; hltScript.takeHeart(); }
void EquipGun(int index) { if (currentGun) { // Store the current gun's information if (currentGun.gunID == 1) { ar_ammo = currentGun.GetTotalAmmo(); ar_clip = currentGun.GetCurrentMagAmmo(); ar_damage = currentGun.GetDamage(); } else if (currentGun.gunID == 2) { shotgun_ammo = currentGun.GetTotalAmmo(); shotgun_clip = currentGun.GetCurrentMagAmmo(); shotgun_damage = currentGun.GetDamage(); } else if (currentGun.gunID == 3) { pistol_ammo = currentGun.GetTotalAmmo(); pistol_clip = currentGun.GetCurrentMagAmmo(); pistol_damage = currentGun.GetDamage(); } Destroy(currentGun.gameObject); // Destroy the current gun } // Instatiate a new gun currentGun = Instantiate(guns[index], handHold.position, handHold.rotation) as GunController; currentGun.transform.parent = handHold; currentGun.gui = gui; animator.SetFloat("Weapon ID", currentGun.gunID); GetStoredGunInfo(); // Check if gun has stored info }
protected override void DefaultValues() { base.DefaultValues(); gunController = new GunController(); gunController.fireController = this; }
private void CallbackWeaponChangedEvent(object _, WeaponChangedEventArgs args) { this.Cleanup(); this.usedGunController = args.NewGunController; this.initialFireRate = args.NewGunController.FireRate; this.UpdateEffectOnController(); }
protected override void Start(){ base.Start(); controller = GetComponent<PlayerController>(); gunController = GetComponent<GunController>(); rb = GetComponent<Rigidbody>(); viewCamera = Camera.main.transform; }
public LayerMask collideMask; // What objects can "block its view of the Player" // Start is called before the first frame update protected override void Start() { // Set up inherited properties base.Start(); // Set up variables and initialise runtime references player = FindObjectOfType <Player>(); navAgent = GetComponent <NavMeshAgent>(); if (moveSpeed == 0) { navAgent.enabled = false; } else { navAgent.speed = moveSpeed; navAgent.angularSpeed = turningSpeed; } gunController = GetComponentInChildren <GunController>(); // Calculate half the enemy tank's height (used later) halfHeight = GetComponent <BoxCollider>().size.y / 2; }
protected void Start () { money = 0; controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); moneyText = GameObject.FindGameObjectWithTag ("money"); mText = moneyText.GetComponent<Text> (); viewCamera = Camera.main; //swordButton = GameObject.Find ("swordButton"); startRot = transform.eulerAngles; sword = GameObject.FindGameObjectWithTag ("sword"); bow = GameObject.FindGameObjectWithTag ("bow"); sword.transform.localEulerAngles = new Vector3(0,90,50); sword.transform.position = GameObject.FindGameObjectWithTag("hold").transform.position; sword.transform.SetParent(this.transform); playerHealth = 3.0; mText.text = "Money: " + money; hltScript = FindObjectOfType (typeof(Health)) as Health; hltScript.takeHeart (); }
void Awake() { controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); viewCamera = Camera.main; FindObjectOfType<Spawner> ().OnNewWave += OnNewWave; }
protected override void Start() { base.Start(); viewCamera = Camera.main; gunController = GetComponent <GunController>(); controller = GetComponent <PlayerControler>(); }
protected override void Start() { base.Start(); playerRigidbody = GetComponent <Rigidbody>(); gunController = GetComponent <GunController>(); mainCamera = Camera.main; }
void Awake() { mapGen = FindObjectOfType <MapGenerator>(); spawner = FindObjectOfType <Spawner>(); cameraFollower = FindObjectOfType <CameraFollow>(); gunController = FindObjectOfType <GunController>(); }
void Awake() { if(isBlue) { bulletPrefab = Resources.Load<Rigidbody>("BulletBlue"); controller = gameObject.AddComponent<TurretController>(); } else { bulletPrefab = Resources.Load<Rigidbody>("BulletRed"); controller = gameObject.AddComponent<TurretController>(); } initPos = transform.position; halfW = renderer.bounds.size.x/2; if(isBlue) { halfW *= -1; minDeg = 270.5f; maxDeg = 359.5f; } else { bulletSpeed *= -1; minDeg = 0.5f; maxDeg = 89.5f; } }
// Use this for initialization void Start() { gunController = GetComponent <GunController>(); currentHealth = maxHealth; healthSlider.maxValue = maxHealth; healthSlider.value = currentHealth; }
public void SubscribeToGuns() { leftGun = playerShooting.LeftHandGun; rightGun = playerShooting.RightHandGun; if (leftGun) { var leftWeapon = leftGun.Weapon; leftWeapon.OnShot -= UpdateAmmoLeft; leftWeapon.OnReloadEnd -= UpdateAmmoLeft; leftWeapon.OnShot += UpdateAmmoLeft; leftWeapon.OnReloadEnd += UpdateAmmoLeft; UpdateAmmoLeft(); } else { leftGunText.text = ""; } if (rightGun) { var rightWeapon = rightGun.Weapon; rightWeapon.OnShot -= UpdateAmmoRight; rightWeapon.OnReloadEnd -= UpdateAmmoRight; rightWeapon.OnShot += UpdateAmmoRight; rightWeapon.OnReloadEnd += UpdateAmmoRight; UpdateAmmoRight(); } else { rightGunText.text = ""; } }
void Awake() { go = GameObject.Find("Pathfinder"); grid = go.GetComponent <CustomGrid>(); animator = GetComponentInChildren <Animator>(); gunController = GetComponent <GunController>(); }
/* * Setting active gun based on the activeGunIndex, and setting all others to inactive. */ void SetActiveGun() { for (int i = 0; i < guns.Count; i++) { GunController gun = guns[i]; // deleting a null if this is one. if (gun == null) { guns.RemoveAt(i); if (guns.Count == 0) { break; } i--; continue; } if (i == activeGunIndex) { activeGunIndex = i; activeGun = gun; activeAmmo = ammos[(int)gun.GetAmmoType()]; uiViewSprite.ChangeGun(gun.gunName, gun.viewSpriteHeight, gun.viewSpriteFPS); gun.DisableShot(uiViewSprite.gunSwapSpeed); } else { gun.ToggleFiring(false); uiViewSprite.ToggleFiring(false); } } }
protected override void Start() { base.Start(); pc = GetComponent<PlayerController>(); gc = GetComponent<GunController>(); cam = Camera.main; }
public override void MouseOne(GunController gunController) { gunController.OnBarrelChanged.Invoke(GunController.Barrel.LEFT, false); gunController.Shoot(); //play gun animation gunController.SetState(new LeftBarrelEmpty()); }
public void PickUpGun(GunController newGun) { newGun.PickedUp(GetComponent <Rigidbody2D>()); guns.Add(newGun); GameManager.Instance.AddWeapon(newGun.name); if (newGun.transform.parent) { if (newGun.transform.parent.GetComponent <Cupgrade>() != null) { newGun.transform.parent.GetComponent <Cupgrade>().RemoveItem(newGun.gameObject); } } newGun.transform.parent = weaponHolder; newGun.transform.localPosition = Vector3.zero; newGun.transform.localRotation = Quaternion.identity; newGun.transform.localScale = new Vector3(Mathf.Abs(newGun.transform.localScale.x), Mathf.Abs(newGun.transform.localScale.y), Mathf.Abs(newGun.transform.localScale.z)); if (shooting.GetWeaponHeld() == null) { SwitchToWeapon(guns.Count - 1); } else { newGun.gameObject.SetActive(false); } return; }
bool BodySnatch() { if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit0, snatchDistance)) { if (hit0.transform.tag == "Human") { state = PLAYERSTATE.NEWBODY; if (hostBody != null) { if (gunCtrl != null) { gunCtrl.transform.parent = null; Transform hostGunSpot = hostBody.GetGunSpot(); gunCtrl.transform.position = hostGunSpot.position; gunCtrl.transform.rotation = Quaternion.Euler(hostGunSpot.eulerAngles.x, hostGunSpot.eulerAngles.y, hostGunSpot.eulerAngles.z); gunCtrl.transform.parent = hostBody.transform; } //handle letting go of the current snatched body hostBody.Depossess(); gunCtrl = null; } hostBody = hit0.transform.GetComponent <HumanController>(); return(true); } } return(false); }
public bool SeenGun() { _planes = GeometryUtility.CalculateFrustumPlanes(Camera.main); GunController[] gunControllers = GameObject.FindObjectsOfType <GunController>(); for (int i = 0; i < gunControllers.Length; i++) { //print ("in for"); GunController temp = gunControllers [i]; if (GeometryUtility.TestPlanesAABB(_planes, temp.GetComponent <SphereCollider> ().bounds)) { //print ("in testplanes"); RaycastHit hit = new RaycastHit(); Vector3 dir = transform.position - temp.transform.position; Ray ray = new Ray(temp.transform.position, dir); Physics.Raycast(ray, out hit, dir.magnitude); if (hit.collider == GetComponent <CapsuleCollider> ()) { return(true); } } } return(false); }
void PickupGun() { _planes = GeometryUtility.CalculateFrustumPlanes(Camera.main); GunController[] gunControllers = GameObject.FindObjectsOfType <GunController>(); for (int i = 0; i < gunControllers.Length; i++) { //print ("in for"); GunController temp = gunControllers [i]; if (GeometryUtility.TestPlanesAABB(_planes, temp.GetComponent <SphereCollider> ().bounds)) { //print ("in testplanes"); RaycastHit hit = new RaycastHit(); Vector3 dir = transform.position - temp.transform.position; Ray ray = new Ray(temp.transform.position, dir); Physics.Raycast(ray, out hit, dir.magnitude); if (hit.collider == GetComponent <CapsuleCollider> ()) { temp.GetComponent <SphereCollider> ().enabled = false; _gun = temp.GetComponent <GunController> (); _gun.transform.SetParent(_hand.transform); //_gun.transform.parent = _hand.transform; _gun.transform.localScale *= .085f; _gun.transform.localPosition = Vector3.zero; _gun.transform.localRotation = Quaternion.identity; } } } }
// Use this for initialization public override void Start() { base.Start(); EntityType type = EntityType.Enemy | EntityType.GuardEnemy; AddType(type); speed = 2.0f; enemyNearby = false; gunController = GetComponent <GunController>(); blackboard.treeData.Add("eyes", eyes); blackboard.treeData.Add("gunController", gunController); NodeSequencer root = new NodeSequencer(new BTNode[] { new NodeSelector(new BTNode[] { new ActionCheckForEnemiesInSight(), new NodeAlwaysFail( new ActionLookForEnemy() ) }), new ActionUseWeapon() }); brain = new AIBrain(root, blackboard); brain.Start(); }
// Update is called once per frame void Update() { gun = guns[currentGun]; if (health <= 0) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } moveInput = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical")); mVelocity = moveInput / slowness; //rotation Ray cameraRay = rayCamera.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, Vector3.zero); float rayLength; if (groundPlane.Raycast(cameraRay, out rayLength)) { Vector3 pointToLook = cameraRay.GetPoint(rayLength); Debug.DrawLine(cameraRay.origin, pointToLook, Color.blue); transform.LookAt(new Vector3(pointToLook.x, transform.position.y, pointToLook.z)); } if (Input.GetMouseButtonDown(0)) { gun.isFiring = true; } if (Input.GetMouseButtonUp(0)) { gun.isFiring = false; } }
// Use this for initialization protected override void Start() { base.Start(); controlador = GetComponent<PlayerController> (); controladorArma = GetComponent<GunController> (); camera = Camera.main; anim = GetComponent<Animator>(); }
protected override void Start() { base.Start (); mController = GetComponent<PlayerController> (); mGunController = GetComponent<GunController> (); mAnimation = GetComponent<BipedAnimation> (); mCamera = Camera.main; mFloorPlane = new Plane (Vector3.up, 0.8f); }
public override void Awake() { base.Awake(); m_RigidBody = GetComponent<Rigidbody>(); m_Capsule = GetComponent<CapsuleCollider>(); m_gunController = GetComponent<GunController>(); m_animator = GetComponent<Animator>(); m_audio = GameObject.FindGameObjectWithTag("Map").GetComponent<AudioManager>(); mouseLook.Init (transform, cam.transform); OnDeath += HandleDeath; m_isMine = false; }
void Start() { golem = transform.Find("Golem"); wallCreator = golem.Find("wallcreator").GetComponent<GolemCreateWall>(); wizard = transform.Find("Wizard"); gun = wizard.Find("Gun").Find("Spells").GetComponent<GunController>(); symState = GetComponent<SymbiotState>(); SetInputs(GameObject.Find("GameManager").GetComponent<ControllerScheme>().GetInputs(GetComponent<PlayerEnergy>().team)); }
public void IfThereAreNoBullets_ShootFail() { Mock<IFire> fireControllerMock = new Mock<IFire>(); GunController controller = new GunController(); controller.bulletsLeft = 0; controller.fireController = fireControllerMock.Object; controller.ApplyFire(); fireControllerMock.Verify(c => c.Fire(), Times.Never); }
public void IfThereAreBulletsAShootSucceed() { Mock<IFire> fireControllerMock = new Mock<IFire>(); GunController controller = new GunController(); controller.fireController = fireControllerMock.Object; controller.ApplyFire(); Assert.AreEqual(4, controller.bulletsLeft); fireControllerMock.Verify(c => c.Fire()); }
protected override void Start() { base.Start(); controller = GetComponent<PlayerController>(); gunController = GetComponent<GunController>(); viewCamera = Camera.main; combo = 1; canDodge = true; dodging = false; audioSource = GetComponent<AudioSource>(); anim = GetComponentInChildren<Animator>(); cam = Camera.main.transform; onDeath += GameOver; }
// This method should only be called once and it should be called before any other method. // As a precausion this method will only assert if called multiple times. private void Init() { Assert.IsFalse(hasInit); if (isLocalPlayer) { } else { } gameRigidBody = GetComponent<Rigidbody>(); gunController = GetComponent<GunController>(); gunController.gunControllerDelegate = this; health = 100f; rendererList = new Renderer[0]; hasInit = true; gameEnded = false; }
void Start () { gun = transform.Find ("Gun").GetComponent<GunController> (); //Recieve Script Object }
/// <summary> /// Called when the AI is initialized and the body has been ste. /// Set up gun parenting and grab the AI Animator and the Gun Controller /// </summary> public override void BodyInit() { base.BodyInit(); if (_gunPrefab == null || _gunMount == null) throw new System.Exception("AimAndFireELement requires a Gun Prefab and Gun Mount"); GameObject tGun = (GameObject)GameObject.Instantiate(_gunPrefab); tGun.transform.parent = _gunMount; tGun.transform.localPosition = Vector3.zero; tGun.transform.localRotation = Quaternion.identity; _animator = AI.Animator as MecanimAnimator; if (_animator == null) throw new System.Exception("AimAndFireELement only works with a MecanimAnimator on your AI"); _gunController = tGun.GetComponentInChildren<GunController>(); if (_gunController == null) throw new System.Exception("AimAndFireELement requires a GunController located on the Gun Prefab"); _gunController.shooter = AI.Body; }
void Start() { gunController = GetComponent<GunController>(); controller = GetComponent<CharacterController>(); cam = Camera.main; }
void EquipGun(int index) { if (currentGun) { // Store the current gun's information if (currentGun.gunID == 1) { ar_ammo = currentGun.GetTotalAmmo(); ar_clip = currentGun.GetCurrentMagAmmo(); ar_damage = currentGun.GetDamage(); } else if (currentGun.gunID == 2) { shotgun_ammo = currentGun.GetTotalAmmo(); shotgun_clip = currentGun.GetCurrentMagAmmo(); shotgun_damage = currentGun.GetDamage(); } else if (currentGun.gunID == 3) { pistol_ammo = currentGun.GetTotalAmmo(); pistol_clip = currentGun.GetCurrentMagAmmo(); pistol_damage = currentGun.GetDamage(); } Destroy(currentGun.gameObject); // Destroy the current gun } // Instatiate a new gun currentGun = Instantiate (guns[index], handHold.position, handHold.rotation) as GunController; currentGun.transform.parent = handHold; currentGun.gui = gui; animator.SetFloat ("Weapon ID", currentGun.gunID); GetStoredGunInfo(); // Check if gun has stored info }
// PRAGMA MARK - Public // PRAGMA MARK - Protected protected void Awake() { _healthComponent = GetComponent<HealthComponent>(); _gunController = GetComponentsInChildren<GunController>()[0]; _rigidbody = GetComponent<Rigidbody2D>(); _rightArm = transform.Find("Body/RightArm"); _leftArm = transform.Find("Body/LeftArm"); }
// Use this for initialization void Start () { instance = this; RestartLevel(); Debug.Log("Time.fixedDeltaTime: " + Time.fixedDeltaTime); gunController = playerGun.GetComponent<GunController>(); // Når vi starter spillet skal vi sørge for at alle knapperne er farvet korrekt ColorBlock knap1Farve = knap1.colors; knap1Farve.normalColor = knap1Normal; knap1.colors = knap1Farve; knap1.GetComponent<Image>().color = knap1Normal; ColorBlock knap2Farve = knap2.colors; knap2Farve.normalColor = knap2Normal; knap2.colors = knap2Farve; knap2.GetComponent<Image>().color = knap2Normal; ColorBlock knap3Farve = knap3.colors; knap3Farve.normalColor = knap3Normal; knap3.colors = knap3Farve; knap3.GetComponent<Image>().color = knap3Normal; ColorBlock knap4Farve = knap4.colors; knap4Farve.normalColor = knap4Normal; knap4.colors = knap4Farve; knap4.GetComponent<Image>().color = knap4Normal; StartCoroutine(RotateEnvironment()); // Quick-fix, so the initial weapon has proper damage, before we press any of the buttons in the side SetDamagePotential(10.0f); knap1.GetComponent<Image> ().color = new Color (1f, 1f, 1f, 0.3f); knap2.GetComponent<Image> ().color = new Color (0.259f, 0.259f, 0.259f, 0.3f); knap3.GetComponent<Image> ().color = new Color (0.259f, 0.259f, 0.259f, 0.3f); knap4.GetComponent<Image> ().color = new Color (0.259f, 0.259f, 0.259f, 0.3f); knap1.GetComponent<Button> ().interactable = true; knap2.GetComponent<Button> ().interactable = false; knap3.GetComponent<Button> ().interactable = false; knap4.GetComponent<Button> ().interactable = false; }
// Use this for initialization void Start() { rigid = transform.GetComponent<Rigidbody>(); //maxSpeed = 3.0F; gunController = GetComponent<GunController>(); controller = GetComponent<CharacterController>(); anim = transform.GetComponent<Animator>(); }
//public AudioClip[] footstepSounds; // Use this for initialization void Start() { rigid = transform.GetComponent<Rigidbody>(); //maxSpeed = 3.0F; gunController = GetComponent<GunController>(); controller = GetComponent<CharacterController>(); anim = transform.GetComponent<Animator>(); //Loading the items into the array // footstepSounds = new AudioClip[]{(AudioClip)Resources.Load("Audio/footsteps-gravel"), // (AudioClip)Resources.Load("footsteps-gravel2"), // (AudioClip)Resources.Load("footsteps-gravel3"), // (AudioClip)Resources.Load("footsteps-gravel4")}; }
void Start () { gun = transform.GetChild (5).GetComponent<GunController> (); //Recieve Script Object }
void Start () { controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); viewCamera = Camera.main; }
// Use this for initialization void Start() { gunController = GetComponent<GunController>(); gunController.startingGun.fireMode = Gun.FireMode.Single; }
// Use this for initialization void Start() { Random.seed = 34234; gunController = transform.FindChild("Gun").GetComponent<GunController>(); characterSprite = transform.FindChild("Sprite"); drivingPosition = new Vector3(0.75f, 0.85f, 0.7685489f); shootingPosition = new Vector3(-1.05f, 1.8f, -0.01f); characterSprite.position = drivingPosition + transform.position; initialY = transform.position.y; }