// Use this for initialization void Start() { player = FindObjectOfType <MainCharController> (); levelStartTime = Time.time; levelText.text = GameManager.inst.levelVisibleName; }
// Use this for initialization void Start() { // Initialize sprite references sprite = currentItem.GetComponent <Image>(); sprite.color = Color.clear; // Initialize inventory itemHolder = (GameObject)Resources.Load("Item Holder"); inventoryPanel.SetActive(false); invColumns = Mathf.FloorToInt(inventoryPanel.GetComponent <RectTransform>().sizeDelta.x / (inventoryPanel.GetComponent <GridLayoutGroup>().cellSize.x + inventoryPanel.GetComponent <GridLayoutGroup>().spacing.x)); invRows = Mathf.FloorToInt(inventoryPanel.GetComponent <RectTransform>().sizeDelta.y / (inventoryPanel.GetComponent <GridLayoutGroup>().cellSize.y + inventoryPanel.GetComponent <GridLayoutGroup>().spacing.y)); // Initialize player reference player = GameObject.FindGameObjectWithTag("Player").GetComponent <MainCharController>(); // Initialize healthbar healthbarSize = healthbar.GetComponent <RectTransform>().sizeDelta; healthbarPos = healthbar.GetComponent <RectTransform>().localPosition; energybarSize = energybar.GetComponent <RectTransform>().sizeDelta; energybarColor = energybar.GetComponent <Image>().color; // Initialize buttons resumeBtn.onClick.AddListener(ResumeBtnPress); restartBtn.onClick.AddListener(RestartBtnPress); // Set up pausing pauseMenu.SetActive(false); }
void Start() { main = GetComponentInParent <MainCharController> (); bot = GetComponentInParent <EnemyBotController> (); if (main) { damage = main.damage; } if (bot) { damage = bot.damage; } transform.localScale = Vector3.one * 1.1f; }
private IEnumerator Shoot() { RaycastHit2D hit = Physics2D.Raycast(FirePoint.position, -FirePoint.right); if (hit) { if (hit.transform.tag == "Player") { MainCharController player = hit.transform.GetComponent <MainCharController>(); player.TakeDamage(TakedWeaponChar.Damage); } } IsFiring = true; ShootAudio.PlayOneShot(ShootAudio.clip); anim.SetBool("IsRunning", false); anim.SetTrigger("Fire"); yield return(new WaitForSeconds(60f / TakedWeaponChar.ShotsPerMinute)); IsFiring = false; }