private void OnTriggerExit(Collider other) { if (other.gameObject.CompareTag("Player")) { Debug.Log(transform.name + " not focused by: " + other.gameObject.name); interactionSign.enabled = false; PlayerControllerCC player = other.gameObject.GetComponent <PlayerControllerCC>(); if (player != null) { player.onInteracting -= Interact; } } if (other.gameObject.CompareTag("Death")) { DeathController dController = other.GetComponent <DeathController>(); if (dController != null) { dController.onInteracting -= DeathInteract; } } if (other.gameObject.CompareTag("NPC")) { NPCController npcController = other.GetComponent <NPCController>(); if (npcController != null) { npcController.onInteracting -= VictimInteract; } } }
private void Awake() { victoryScreen = GameObject.Find("Victory Screen"); player = GameObject.Find("Player").transform; playerController = player.GetComponent <PlayerControllerCC>(); cameraScript = player.GetComponentInChildren <MouseRotate>(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Player") && dState == DeathState.Steal) { for (int i = 0; i < inventory.items.Count; i++) { if (itemTarget.name == inventory.items[i].name) { Debug.Log("Steal item and stun!"); currentItem = inventory.items[i]; inventory.RemoveWhenUsed(inventory.items[i]); currentItem.instance.transform.SetParent(deathHand); currentItem.instance.transform.localPosition = Vector3.zero; currentItem.instance.SetActive(true); for (int n = 0; n < inventory.items.Count; n++) { inventory.RemoveFromInventory(inventory.items[n]); } PlayerControllerCC player = other.gameObject.GetComponent <PlayerControllerCC>(); if (player != null) { player.pState = PlayerControllerCC.PlayerState.Stunned; } } } dState = DeathState.Flee; } }
private void Awake() { objectiveText = GameObject.Find("Objective Text").GetComponent <TextMeshProUGUI>(); objectiveText.text = objective; objectiveText.CrossFadeAlpha(0, 0, true); savedText = GameObject.Find("Saved Text").GetComponent <TextMeshProUGUI>(); savedText.CrossFadeAlpha(0, 0, true); deathScreen = GameObject.Find("Death Screen"); deathScreen.SetActive(false); victoryScreen = GameObject.Find("Victory Screen"); victoryScreen.SetActive(false); player = GameObject.Find("Player"); playerController = player.GetComponent <PlayerControllerCC>(); playerHealth = player.GetComponent <PlayerHealth>(); cameraScript = player.GetComponentInChildren <MouseRotate>(); foreach (Transform child in player.transform.Find("First Person Camera")) { if (child.name.StartsWith("Gun ")) { ownedGuns.Add(child.GetComponent <GunScript>()); if (child.gameObject.activeInHierarchy) { currentGun = child.GetComponent <GunScript>(); } } } enemies = new List <GameObject>(GameObject.FindGameObjectsWithTag("Enemy")); livingEnemies = enemies.ToList(); }
private void OnTriggerStay(Collider other) { if (other.gameObject.CompareTag("Player")) { PlayerControllerCC player = other.gameObject.GetComponent <PlayerControllerCC>(); if (player != null) { player.onInteracting = null; player.onInteracting = Interact; } } }
private void OnTriggerExit(Collider other) { if (other.gameObject.CompareTag("Player")) { Debug.Log(item.name + " not focused by: " + other.gameObject.name); interactionSign.enabled = false; PlayerControllerCC player = other.gameObject.GetComponent <PlayerControllerCC>(); if (player != null) { player.onInteracting -= Interact; } } }
public LevelData0(GameManager0 gameManager) { PlayerControllerCC playerController = gameManager.playerController; PlayerHealth playerHealth = gameManager.playerHealth; List <GunScript> gunScripts = gameManager.ownedGuns; checkpoint = SomeFunctions.GetID(playerController.lastCheckpoint.name); deadEnemies = gameManager.deadEnemies.ToArray(); int[] healthInfo = playerHealth.GetHealth(); health = healthInfo[0]; maxHealth = healthInfo[1]; int gunCount = gunScripts.Count; guns = new string[gunCount]; ammo = new int[gunCount]; gunsActive = new bool[gunCount]; for (int i = 0; i < gunCount; i++) { guns[i] = gunScripts[i].type; ammo[i] = gunScripts[i].GetAmmo(); gunsActive[i] = gunScripts[i].gameObject.activeInHierarchy; } int takenHealthPacksCount = gameManager.takenHealthPacks.Count; takenHealthPacks = new int[takenHealthPacksCount]; for (int i = 0; i < takenHealthPacksCount; i++) { string healthPackName = gameManager.takenHealthPacks[i].name; takenHealthPacks[i] = healthPackName[healthPackName.Length - 1]; } int takenAmmoPacksCount = gameManager.takenAmmoPacks.Count; takenAmmoPacks = new int[takenAmmoPacksCount]; for (int i = 0; i < takenAmmoPacksCount; i++) { string ammoPackName = gameManager.takenAmmoPacks[i].name; takenAmmoPacks[i] = ammoPackName[ammoPackName.Length - 1]; } }
void Awake() { if (image == null) { image = GetComponent <Image>(); } Color tempColor = image.color; tempColor.a = 0f; image.color = tempColor; GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { controller = player.GetComponent <PlayerControllerCC>(); } }
public void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Death")) { DeathController dController = other.GetComponent <DeathController>(); if (dController != null && dController.dState == DeathController.DeathState.Search) { if (dController.currentItem == null) { dController.currentItem = item; transform.SetParent(dController.deathHand); transform.localPosition = Vector3.zero; base.triggerArea.enabled = false; itemCollider.enabled = false; rdb.isKinematic = true; dController.dState = DeathController.DeathState.Flee; } } } if (other.gameObject.CompareTag("Player")) { Debug.Log(item.name + " focused by: " + other.gameObject.name); interactionSign.enabled = true; PlayerControllerCC player = other.gameObject.GetComponent <PlayerControllerCC>(); if (player != null) { player.onInteracting = Interact; } } }
private void Awake() { player = transform.parent; playerController = player.GetComponent <PlayerControllerCC>(); }
[SerializeField] private bool singleUse; // Als deze waarde true heeft, dan kun je maar één keer de checkpoint hiernaartoe veranderen. Je kan wel oneindig vaak hiernaartoe gezet worden. void Awake() { playerController = GameObject.Find("Player").GetComponent <PlayerControllerCC>(); }
// Start is called before the first frame update void Awake() { playerControllerCC = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControllerCC>(); playerControllerCC.OnTimeSlowEvent.AddListener(ToggleParticles); playerControllerCC.OnTimeResumeEvent.AddListener(ToggleParticles); }
private void Awake() { playerController = GetComponent <PlayerControllerCC>(); }
private void Awake() { playerObject = GameObject.Find("Player"); playerController = playerObject.GetComponent <PlayerControllerCC>(); }