public bool is_attacking = false; //used to control collision window private void Start() { next_attack = 0; my_gamepad = GetComponent <PlayerGamepad> (); camera_anchor = GameObject.Find("Camera Anchor"); player_weapon = GameObject.Find("PlayerWeapon").transform; weapon = GameObject.Find("WeaponPivot"); forward = transform.TransformDirection(Vector3.forward); something_too_close = false; }
// Use this for initialization void Start() { invulnerable = false; invulCounter = 0; Debug.Log(invulCounter); anim = GetComponent<Animator>(); player = GameObject.Find("Player"); //ps = (PlayerScript)player.GetComponent(typeof(PlayerScript)); ps = (PlayerGamepad)player.GetComponent(typeof(PlayerGamepad)); }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player") && !isTurning) { playerObject = other.transform; player = playerObject.GetComponent <PlayerMachine>(); camera = player.gameManager.mainCamera.GetComponent <CameraController>(); input = player.gameManager.playerGamepad; startRotation = playerObject.rotation.eulerAngles; isTurning = true; StartCoroutine(TurnPlayer(targetRotation, false)); } }
private void Awake() { my_combat = this.GetComponentInParent <Combat> (); playerGO = GameObject.Find("Player"); player_pad = playerGO.GetComponent <PlayerGamepad>(); if (PH == null) { PH = this; } // --------------- //James Added Here // --------------- cam_script = GameObject.Find("Camera Anchor").GetComponent <NewDynamicCameraBehavior>(); }
private void Awake() { battleAreas = GameObject.FindGameObjectsWithTag("battleArea"); allEnemies = GameObject.FindGameObjectsWithTag("Enemy"); // Finds all objects in the scene with the tag "enemy" EnemySpawnLoc = new Vector3 [allEnemies.Length]; for (int i = 0; i < allEnemies.Length; i++) //go through all enemies currently on the map at the start of the game { EnemySpawnLoc[i] = allEnemies[i].transform.position; //Set a list of Vectors "EnemySpawnLoc" to a list of the enemy's positions at the start of the map so it can be saved for respawning the enemy //print(EnemySpawnLoc[i]); //print(allEnemies[i]); } ThePlayer = GameObject.FindGameObjectWithTag("Player"); //Set ThePlayer to the Player asset within the scene player_gamepad = ThePlayer.GetComponent <PlayerGamepad>(); //Get the reference to the player's gamepad. }
private void Awake() { player_pad = GameObject.Find("Player").GetComponent <PlayerGamepad>(); }