// Use this for initialization void Start() { progressionFilePath = Application.dataPath + "/Resources/Progression.xml"; goldDoc.Load(progressionFilePath); HitPoint = 100; rotateSpeed = 100f; playerMovement = GetComponent <Movement_New>(); playerShoot = GetComponent <Shoot_New>(); playerPick = GetComponent <PickUp_New>(); Character = GetComponent <Character>(); SpriteRenderers = GetComponent <LayerManager>().Sprites; if (goldDoc.DocumentElement.SelectSingleNode("UC3/Completed").InnerText == "true") { Slots = 1; } else { Slots = 0; if (GameObject.Find("Switch")) { GameObject.Find("Switch").SetActive(false); } } if (goldDoc.DocumentElement.SelectSingleNode("UC5/Completed").InnerText == "true") { armor = 0.9f; } else { armor = 1; print("aslfkj"); } }
// Use this for initialization void Start() { CameraObj = GameObject.Find("Main Camera"); preZoom = CameraObj.GetComponent <Camera>().fieldOfView; player = gameObject.GetComponent <Player_New>(); movement = gameObject.GetComponent <Movement_New>(); speed = movement.WalkSpeed; IsLeftShooting = false; IsRightShooting = false; IsCombineShooting = false; CanLeftShoot = true; CanRightShoot = true; CanCombineShoot = true; LeftWaitedTime = 0f; RightWaitedTime = 0f; CombineWaitedime = 0f; CombinedTime = 0f; gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); LeftReloadTime = 0; RightReloadTime = 0; player.leftWeapon = gameManager.WeaponList[0]; }
//change the weapon on hand //1=left;2=right public void ChangeWeapon(int leftOrRight, WeaponName weaponName) { //Find face right or left Movement_New playerMovement = gameObject.GetComponent <Movement_New>(); bool isFaceRight = playerMovement.IsFaceRight; float eulerAngel; if (isFaceRight) { eulerAngel = 0; } else { eulerAngel = 180; } GameObject weaponObj = gameManager.GetWeaponObj(weaponName); Vector3 tempPosition = new Vector3(0, 0, 0); weaponObj = Instantiate(weaponObj, tempPosition, Quaternion.Euler(0, eulerAngel, 0)); weaponObj.transform.localScale = WeaponSizeUp * weaponObj.transform.localScale; shoot.CombineOn = false; if (leftOrRight == 1) { // clear objects on hand foreach (Transform child in LeftHand) { Destroy(child.gameObject); } weaponObj.transform.parent = LeftHand; weaponObj.transform.localPosition = tempPosition; weaponObj.transform.eulerAngles = LeftHand.eulerAngles + new Vector3(0, 0, -player.fixLeftAngle); if (weaponObj.GetComponent <WeaponColor>()) { weaponObj.GetComponent <WeaponColor>().leftorright = 1; } player.CombineWeapon(); } else if (leftOrRight == 2) { // clear objects on hand foreach (Transform child in RightHand) { Destroy(child.gameObject); } weaponObj.transform.parent = RightHand; weaponObj.transform.localPosition = tempPosition; weaponObj.transform.eulerAngles = RightHand.eulerAngles + new Vector3(0, 0, -player.fixRightAngle); if (weaponObj.GetComponent <WeaponColor>()) { weaponObj.GetComponent <WeaponColor>().leftorright = 2; } player.CombineWeapon(); } }
public void Initalize() { HitPoint = 100; rotateSpeed = 100f; playerMovement = GetComponent <Movement_New>(); playerShoot = GetComponent <Shoot_New>(); playerPick = GetComponent <PickUp_New>(); Character = GetComponent <Character>(); SpriteRenderers = GetComponent <LayerManager>().Sprites; }
// Use this for initialization void Start() { lineRenderer = GetComponent <LineRenderer>(); playerObj = GameObject.FindGameObjectWithTag("Player"); shoot = playerObj.GetComponent <Shoot_New>(); player = playerObj.GetComponent <Player_New>(); sprite = GetComponent <SpriteRenderer>(); movement = playerObj.GetComponent <Movement_New>(); lineRenderer.widthMultiplier = shoot.BulletSizeUp; }