// Use this for initialization void Start() { collisionTracker = GetComponentInChildren <PlayerCollision>(); rb = GetComponentInChildren <Rigidbody>(); boostTimeStamp = Time.time; circleDiameter = 25f; }
/// <summary> /// Start. /// </summary> void Start() { _isRunning = false; _velocity = 0.0f; _playerCollison = GetComponent <PlayerCollision>(); _playerCollison.eventObstacleCollision += OnCollision; }
private void Awake() { rb = GetComponent <Rigidbody2D>(); stats = GetComponent <PlayerStats>(); collision = GetComponent <PlayerCollision>(); t = transform; }
void Start() { if (collidePrevention == null) { collidePrevention = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCollision>(); } }
// Start is called before the first frame update private void Start() { highscore = Highscore.Get(); trapDoorRenderer = trapDoorModel.GetComponent <MeshRenderer>(); trapDoorCollider = trapDoorModel.GetComponentInParent <BoxCollider>(); playerStatus = player.GetComponent <PlayerStatus>(); playerCollision = player.GetComponent <PlayerCollision>(); playerMovement = player.GetComponent <PlayerMovement>(); lastPlayerLives = playerStatus.getLives(); playerSpawnLocation = player.transform.position; randomWallLocation = wallGenerator.GetComponent <RandomWallLocation>(); wallsLeft = randomWallLocation.getWallsAmount(); playerCollision.onPlayerExit = switchToWin; finishPanel = UIFinishPanel.GetComponent <UIFinishPanel>(); foreach (GameObject enemy in enemies) { enemiesStatus.Add(enemy.GetComponent <EnemyStatus>()); } foreach (EnemyStatus enemyStatus in enemiesStatus) { enemyStatus.onEnemyKilled = addPointsEnemyKilled; } }
void Start() { gameController = GameObject.Find("GameController") .GetComponent <GameController>(); gameController.OnDeath += OnDeath; playerCollision = gameObject.GetComponent <PlayerCollision>(); checkpointManager = GameObject.Find("CheckpointManager").GetComponent <CheckpointManager>(); currentRotation = slopRotations[speedIndex]; speedIndex = 0; forwardSpeed = speeds[speedIndex]; isCrouched = false; pbCol = transform.Find("BodyDeathCollider").GetComponent <CapsuleCollider>(); Application.targetFrameRate = 60; animModel = transform.Find("SkiPerson_Anim"); animModel.transform.localEulerAngles = Vector3.zero; animModel.transform.localPosition = Vector3.zero; transform.rotation = currentRotation; }
protected virtual void Awake() { rigbod = GetComponent <Rigidbody>(); playerAudio = GetComponent <PlayerAudio>(); is_secondary_moving = false; stunned = false; death_status = false; attacking = false; current_jump_cool_down = jump_cool_down; last_keypress = InputType.No_Press; stunned_counter = stunned_wait_timer; animator = GetComponentInChildren <Animator>(); animator_2d = transform.GetChild(1).GetComponent <Animator>(); child = this.transform.GetChild(0).gameObject; player_camera = Camera.main; retical = new GameObject("Reticle_" + this.gameObject.name); retical.transform.parent = transform; canvas = GameObject.Find("/SceneManagement/Canvas").GetComponent <Canvas>(); ui_retical = Instantiate(ui_retical_prefab); ui_retical.name = "UI_Reticle_" + this.gameObject.name; ui_retical.transform.SetParent(canvas.transform, false); ui_retical.SetActive(true); player_collision = GetComponent <PlayerCollision>(); animator.SetBool("landed", true); FindAnimationTimes(); ResetAnimationState(); }
void FixedUpdate() { if (collision == null) { collision = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCollision>(); } }
/// <summary> /// Makes the player invincible for a set amount of time, and shows the shield. /// </summary> private IEnumerator ActivateGodMode() { PlayerCollision playerCollision = FindObjectOfType <PlayerCollision>(); playerCollision.SetInvincible(true); GameObject shield = playerCollision.GetShield(); shield.SetActive(true); shield.GetComponent <Animator>().Play("On"); yield return(new WaitForSeconds(invincibilityTime)); // Now flicker for (int i = 0; i < FLICKER_COUNT; i++) { shield.SetActive(false); yield return(new WaitForSeconds(FLICKER_DURATION)); shield.SetActive(true); yield return(new WaitForSeconds(FLICKER_DURATION)); } shield.SetActive(false); playerCollision.SetInvincible(false); }
// Update is called once per frame void Update() { Vector2 pos = transform.position; Vector2 cameraLeftPos = Camera.main.ScreenToWorldPoint(new Vector2(0, 0)); if (pos.x < cameraLeftPos.x) { PlayerMovement pm = gameObject.GetComponent <PlayerMovement>(); GameObject winnerChecker = GameObject.Find("WinnerChecker"); WinnerChecker script = winnerChecker.GetComponent <WinnerChecker>(); script.removePlayer(gameObject.name, pm); GameObject itemGenerator = GameObject.Find("ItemGenerator"); GenerateItems igScript = itemGenerator.GetComponent <GenerateItems>(); PlayerCollision pc = gameObject.GetComponent <PlayerCollision>(); GameObject playerSpawner = GameObject.Find("PlayerSpawner"); PlayerSpawner psScript = playerSpawner.GetComponent <PlayerSpawner>(); psScript.registerInactivePlayer(gameObject, pm.playerKey); igScript.playerDied(pm.playerKey, gameObject.GetComponent <PlayerMovement>().playerColour, pc.getLastCollidedObstacle()); gameObject.SetActive(false); Instantiate(bloodEffect, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, bloodEffect.transform.position.z), bloodEffect.transform.rotation); RandomShake.randomShake.PlayShakeX(); //Instantiate(deathSoundObject,transform.position,transform.rotation); LevelSounds.inst.playDeath(gameObject.transform.position); } }
// Start is called before the first frame update void Start() { //anim = FindObjectOfType<PlayerUpperAnim>().gameObject.GetComponent<Animator>(); //shake = FindObjectOfType<CamShake>(); player_collision = GetComponent <PlayerCollision>(); anim = GetComponent <Animator>(); }
void Update() { GameObject player = GameObject.FindWithTag("Player"); PlayerCollision playerCollision = player.GetComponent <PlayerCollision>(); if (!playerCollision.gameOver) { gameObject.transform.position = new Vector3(-5.9f, gameObject.transform.position.y, 0); Vector3 rot = new Vector3(0, 0, 0); gameObject.transform.rotation = Quaternion.Euler(rot); } float newY = player.transform.position.y + 1.55f; jumpBox.transform.position = new Vector3(-6.0f, newY, 0.0f); //PlayerCollision playerCollision = player.GetComponent<PlayerCollision>(); if (playerCollision.grounded == true) { animator.SetInteger("Grounded", 0); jumpBoxCollider.enabled = false; } else { animator.SetInteger("Grounded", 1); jumpBoxCollider.enabled = true; } }
private void Start() { pc = GetComponent <PlayerCollision>(); rb = GetComponent <Rigidbody>(); _speed = 40f; isDead = false; }
// Update is called once per frame void Update() { playerCollision = GameObject.Find("player").GetComponent <PlayerCollision>(); boxTeleport = GameObject.Find("box").GetComponent <BoxTeleport>(); if (playerCollision.getBool()) { Vector3 position = transform.position; if (position.y >= 5.6) { position.y -= 0.1f; transform.position = position; } } if (boxTeleport.getBool()) { Vector3 position = transform.position; if (position.y >= 25.7f) { position.y -= 0.1f; transform.position = position; } } if (playerCollision.getBool2()) { Vector3 position = transform.position; if (position.x >= -46) { position.x -= 0.5f; transform.position = position; } } }
private void Awake() { renderAnimator = playerRenderer.GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); playerCollision = GetComponent <PlayerCollision>(); hud = GetComponent <PlayerHUD>(); }
// Use this for initialization void Awake() { anim = GetComponent <Animator>(); enemyMovement = GetComponent <Enemy2Movement>(); player = GameObject.FindGameObjectWithTag("Player"); playerCollision = player.GetComponent <PlayerCollision>(); }
private void OnCollisionStay(Collision other) { if (other.gameObject.CompareTag("Player")) { PlayerCollision.SafeInvoke(); } ; }
void Start() { refAnimator = GetComponent <Animator>(); refPlayerMovement = GetComponent <PlayerMovement>(); refPlayerShoot = GetComponent <PlayerShoot>(); rb = GetComponent <Rigidbody2D>(); refPlayerCollision = GetComponent <PlayerCollision>(); }
void OnCollisionEnter2D(Collision2D collision) { // Get parent script PlayerCollision parentScript = transform.parent.GetComponent <PlayerCollision>(); // Let it know a collision happened parentScript.CollisionFromChild(collision); }
// Start is called before the first frame update private void Awake() { rb = GetComponent <Rigidbody2D>(); coll = GetComponent <PlayerCollision>(); anim = GetComponentInChildren <PlayerAnimation>(); shot = GetComponent <Shot>(); rb.velocity = Vector2.zero; }
/// <summary> /// PRIVATE /// </summary> private void Start() { startPosition = transform.localPosition; joystick = FindObjectOfType <Joystick>(); playerCollision = GetComponent <PlayerCollision>(); rigidBody = GetComponent <Rigidbody>(); }
void Start() { candidates = new List <int>(); refPlayer = GameObject.FindGameObjectWithTag("Player").transform; refPlayerCollision = GameObject.FindObjectOfType <PlayerCollision>(); treasureSpawnCounter = Random.Range(spawnTreasureEveryMin, spawnTreasureEveryMax); }
private void Start() { refPlayerMovement = GameObject.FindObjectOfType <PlayerMovement>(); refPlayerShoot = GameObject.FindObjectOfType <PlayerShoot>(); refOrne = GameObject.FindObjectOfType <EnemyOrne>(); refPlayerCollision = GameObject.FindObjectOfType <PlayerCollision>(); refPlayerUI = GameObject.FindObjectOfType <PlayerUI>(); }
// Use this for initialization void Start() { GameObject player = GameObject.FindGameObjectWithTag ("Player"); if (player) { playerCollision = player.GetComponent<PlayerCollision> (); } }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); coll = GetComponent <PlayerCollision>(); amountOfJumpsLeft = amountOfJumps; wallJumpDirection.Normalize(); }
public MovementTutorialObjective(ObjectiveSystem objSys) : base(objSys) { tutorialTextComponent = objSys.tutorialText.GetComponent <TextMeshProUGUI>(); tutorialEnemyWeaponCollision = objSys.tutorialEnemyWeapon.GetComponent <EnemyWeaponCollision>(); playerCollision = objSys.playerObject.GetComponent <PlayerCollision>(); playerMovement = objSys.playerObject.GetComponent <PlayerMovementV2>(); tutorialEnemyFOV = objSys.tutorialEnemy.GetComponent <FieldOfView>(); playerControlScript = objSys.playerObject.GetComponent <PlayerControl>(); }
public void Init(PlayerInput playerInput, PlayerCollision playerCollision, CheckNextLevel checkNextLevel) { _playerInput = playerInput; _playerCollision = playerCollision; _nextLevel = checkNextLevel; _playerCollision.EnterInZoneEvent += OnEnterInZone; _playerCollision.DeathEvent += OnDeath; _nextLevel.NextLevelEvent += OnNextLevel; }
void Start() { refPlayerCollision = transform.parent.GetComponent <PlayerCollision>(); refAudioManager = GameObject.FindObjectOfType <UtilityAudioManager>(); startingM = refPlayerCollision.getCurrentMeters(); targetM = startingM + increaseMBy; goddessText = GameObject.Find("textGoddess").GetComponent <Text>();; }
private void Start() { _gameIsPaused = false; var player = GameObject.FindGameObjectWithTag("Player"); _playerCollision = player.GetComponent <PlayerCollision>(); _android = gameManager.GetComponent <GameManager>().android; }
// Use this for initialization void Awake() { anim = GetComponent <Animator>(); nav = GetComponent <NavMeshAgent>(); enemyMovement = GetComponent <EnemyMovement>(); player = GameObject.FindGameObjectWithTag("Player"); playerCollision = player.GetComponent <PlayerCollision>(); nav.enabled = false; }
void Start() { player_collision = GameObject.Find("Player").GetComponent <PlayerCollision>(); player_movement = GameObject.Find("Player").GetComponent <PlayerMovement>(); levelcompleteUI = GameObject.Find("Canvas").transform.Find("LevelCompletePanel").gameObject; gameOverUI = GameObject.Find("Canvas").transform.Find("GameOverPanel").gameObject; player_collision.ObstacleHitTrigger += GameOver; player_collision.LevelFinishTrigger += LevelPassed; //it is necessary to install LevelEnd prefab in the environment to trigger this Action }
void Awake() { playerCollision = this.GetComponentInChildren<PlayerCollision>(); ground = GameObject.Find("Ground"); groundMapper = ground.GetComponent<GroundMapping>(); this.xMin = 0; this.xMax = groundMapper.quadXSize; this.zMin = 0; this.zMax = groundMapper.quadYSize; }
// Use this for initialization protected override void Awake() { base.Awake (); motor = gameObject.GetComponent<PlayerMotor> (); input = gameObject.GetComponent<PlayerInput> (); collision = gameObject.GetComponent<PlayerCollision> (); graphics = gameObject.GetComponent<PlayerGraphics> (); orientation.OnNewOrientation = OnNewOrientation; }
// Use this for initialization void Start() { Imortality = GetComponent<PlayerCollision>(); Gerenciador = GameObject.Find("GameManager").GetComponent<GameManager>(); m_PlayerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMovement>(); }
void Awake() { instance = this; }