void Awake() { playerMovement = player.GetComponent <PlayerMovement>(); // Componente del movimiento del jugador. playerHealth = player.GetComponent <PlayerHealth>(); // Componente de la salud del jugador. playerMagic = player.GetComponent <PlayerMagic>(); // Componente de la magia del jugador. playerStats = player.GetComponent <PlayerStats>(); // Componente de las estadísticas del jugador. enemyPanelManager = GameObject.Find("EnemyPanel").GetComponent <EnemyPanelManager>(); // Componente del panel del enemigo. attackAudio = GetComponent <AudioSource>(); // Componente del audio. anim = player.GetComponent <Animator>(); // Componente de la animación. shootableMask = LayerMask.GetMask("Shootable"); // Crear la capa para las cosas a las que se puede hacer daño. selected = null; // Fijar el seleccionado a nulo. skillSelected = "null"; // Fijar la habilidad seleccinada. magicSkill1 = 10; // Fijar la magia de la habilidad 1. magicSkill2 = 300; // Fijar la magia de la habilidad 2. magicSkill3 = 225; // Fijar la magia de la habilidad 3. magicSkill4 = 450; // Fijar la magia de la habilidad 4. magicSkill5 = 900; // Fijar la magia de la habilidad 5. skill1Text = skill1Button.GetComponentInChildren <Text>(); // Obtener el texto del botón. skill2Text = skill2Button.GetComponentInChildren <Text>(); // Obtener el texto del botón. skill3Text = skill3Button.GetComponentInChildren <Text>(); // Obtener el texto del botón. skill4Text = skill4Button.GetComponentInChildren <Text>(); // Obtener el texto del botón. skill5Text = skill5Button.GetComponentInChildren <Text>(); // Obtener el texto del botón. timer = 1.5f; timerSkill2 = 24f; timerSkill3 = 12f; timerSkill4 = 36f; timerSkill5 = 48f; }
public Sprite emptyBorder; //Removes tip of bar fill on empty. private void Start() { playerMagic = GameObject.Find("Player").GetComponent <PlayerMagic>(); slider = GetComponent <Slider>(); slider.maxValue = playerMagic.magicMax; borderImage.sprite = emptyBorder; }
// Use this for initialization void Start() { instance = this; currentHeld = 0; canFire = true; canFireSpells = true; updateCurrentHeld(); }
public GameObject magicDispersePrefab; //creates the destruction effect on impact // Start is called before the first frame update void Start() { AudioManager.instance.Play("MagicCast"); rb = GetComponent <Rigidbody2D>(); playerMagic = GameObject.Find("Player").GetComponent <PlayerMagic>(); rb.velocity = transform.right * playerMagic.magicSpeed; //Destroys this regardless of hitting something after certain time. Destroy(this.gameObject, playerMagic.magicShotDestructionTime); }
protected override void Start() { base.Start(); startHealth = maxHealth; playerMagic = GetComponent <PlayerMagic> (); startPostion = tileMapManager.CoordinatesToPostion(tileMapManager.currentMap.MapCenter); transform.position = startPostion; GameManager.Instance.ActionOnTurn += StartTurn; GameManager.Instance.ActionNewGame += PlayerNewGame; originColor = material.color; }
// Start is called before the first frame update void Start() { currentState = PlayerState.Idle; anim = GetComponentInChildren <AnimationScript>(); move = GetComponent <Movement>(); health = GetComponent <PlayerHealth>(); magic = GetComponent <PlayerMagic>(); transform.position = spawnPosition.position.RuntimeValue; }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag(otherTag.value) && !other.isTrigger) { PlayerMagic magicPower = other.gameObject.GetComponentInChildren <PlayerMagic>(); Debug.Log(magicPower); magicPower.RestoreMagic(magicValue); powerUpNotif.Raise(); Destroy(this.gameObject); } }
/// <summary> /// Init of the player /// </summary> /// <param name="inWorld"></param> public void PlayerPlusInit(bool inWorld) { InWorld = inWorld; _playerMovement = GetComponent <PlayerMovement>(); _playerMovement.initialSpeed = MoveSpeed; _playerMovement.enabled = false; _sm_player = new StateMachine <PlayerManager>(this); _sm_player.SetCurrentState(State_Player_Idle.Instantiate()); _sphereCollider = GetComponent <SphereCollider>(); _sphereCollider.enabled = true; _anim = GetComponent <Animator>(); if (InWorld) { _sphereCollider.enabled = false; Debug.Log("Inworld."); return; } _playerHealth = GetComponent <PlayerHealth>(); _playerHealth.MaxHealth = _playerHealth.CurrentHealth = Health; _playerHealth.RecoverRate = HealthRecoverRatePerMin; _playerHealth.enabled = true; _playerMagic = GetComponent <PlayerMagic>(); _playerMagic.MaxMagic = _playerMagic.CurrentMagic = Magic; _playerMagic.RecoverRate = MagicRecoverRatePerMin; _playerMagic.enabled = true; _playerShooting = GetComponentInChildren <PlayerShooting>(); _playerShooting.bulletMagicValue = SkillMagic; //_playerShooting.enabled = false; //_playerShooting.enabled = true; _enemyListSize = GameObject.FindGameObjectWithTag("InstanceManager").GetComponent <EnemySpawnManager>().enemies.Length; _playerKillCounter = GetComponent <PlayerKillCounter>(); _playerKillCounter.Length = _enemyListSize; _playerKillCounter.enabled = true; }
// Start is called before the first frame update void Awake() { Instance = this; }
public float magicValue; //Adjustable amount of magic that is added. // Start is called before the first frame update void Start() { playerMagic = GameObject.Find("Player").GetComponent <PlayerMagic>(); }
public void Start() { playerHealth = this.GetComponent<PlayerHealth> (); playerMagic = this.GetComponent<PlayerMagic> (); }
public void Start() { playerHealth = this.GetComponent <PlayerHealth> (); playerMagic = this.GetComponent <PlayerMagic> (); }
public override IEnumerator processTransmutation(float duration, GameObject replacement) { transmutable = false; // set transmutable to false PlayerMagic myPlayMagic = GetComponent <PlayerMagic>(); // get magical abilities GameObject newBody = Instantiate(replacement, transform); // create new body // prime new body to replace player newBody.layer = gameObject.layer; newBody.transform.position = transform.position; newBody.transform.rotation = transform.rotation; Rigidbody newrbody = newBody.GetComponent <Rigidbody>(); Damageable newDam = newBody.GetComponent <Damageable>(); Collider newBodyColl = newBody.GetComponent <Collider>(); //shut off unnecessary components of newbody newrbody.isKinematic = true; newrbody.useGravity = false; newDam.parentHit = this; newDam.transmutable = false; // shift gun(to accomodate for larger bodies) Vector3 localOrigin = Camera.main.transform.localPosition; Transform gun = transform.Find("Gun"); Vector3 gunOrigin = gun.localPosition; gun.localPosition += Vector3.forward * .5f; // change player's collider to become similar to newbody's float newHeight = newBodyColl.bounds.extents.y * 2; float newRadius = (newBodyColl.bounds.extents.x + newBodyColl.bounds.extents.z) / 2; newBodyColl.enabled = false; CharacterController charCon = GetComponent <CharacterController>(); float originHeight = charCon.height; // save for later float originRadius = charCon.radius; // save for later charCon.height = newHeight; charCon.radius = newRadius; // charCon.detectCollisions = true; myMovement.Head.position = transform.position + Vector3.up * charCon.height / 2; myMovement.Head.forward = transform.forward; Camera.main.transform.position -= transform.forward * 3f; Camera.main.transform.LookAt(myMovement.Head); myPlayMagic.enabled = false; // DO NOT ALLOW FOR SPELL COMBAT // StatusBarHandler.instance.applyStatus("transmute", duration); yield return(new WaitForSeconds(duration)); // reset head components gun.localPosition = gunOrigin; charCon.detectCollisions = true; charCon.height = originHeight; charCon.radius = originRadius; myMovement.Head.position = transform.position + Vector3.up * charCon.height / 2; Camera.main.transform.localPosition = localOrigin; Camera.main.transform.rotation = myMovement.Head.rotation; // re-enable spell combat and transmutable myPlayMagic.enabled = true; setTransmutable(true); // get rid of newbody Destroy(newBody); }