private void Awake() { gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); progController = FindObjectOfType <PlayerProgressController>(); Scene currentScene = SceneManager.GetActiveScene(); sceneName = currentScene.name; }
// Use this for initialization void Start() { Keys = new List <GameObject>(); progController = GameObject.FindObjectOfType <PlayerProgressController>(); Scene currentScene = SceneManager.GetActiveScene(); sceneName = currentScene.name; }
// stores player progress data in a binary file. public static void SavePlayer(PlayerProgressController player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.data"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(player); formatter.Serialize(stream, data); stream.Close(); }
public void Awake() { progController = FindObjectOfType <PlayerProgressController>(); if (this.CompareTag("Player")) { startingHealth = progController.playerHealth; } m_Health = startingHealth; animator = this.GetComponent <Animator>(); }
private void Awake() { LevelsUnlocked[0] = true; DontDestroyOnLoad(transform.gameObject); if (instance == null) { instance = this; } else { Destroy(gameObject); } }
void Awake() { m_CharacterController = GetComponent <CharacterController>(); animator = this.GetComponent <Animator>(); rigidbody = this.GetComponent <Rigidbody>(); m_AudioSource = GetComponent <AudioSource>(); health = GetComponent <Health>(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); pm = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent <PerceptionManager>(); progController = FindObjectOfType <PlayerProgressController>(); rollReset = progController.rollCooldown; rollDelay = rollReset; footstepVolume = progController.footstepVolume; footstepNoiseDistance = progController.footstepNoise; }
// Use this for initialization void Start() { progController = FindObjectOfType <PlayerProgressController>(); Scene currentScene = SceneManager.GetActiveScene(); sceneName = currentScene.name; for (int i = 0; i <= progController.collectedPoints.Length; i++) { if (sceneName == "Level" + i) { if (progController.collectedPoints[i] == true) { this.gameObject.SetActive(false); } } } }
public PlayerData(PlayerProgressController progControl) { LevelsUnlocked = new bool[progControl.LevelsUnlocked.Length]; for (int i = 0; i < progControl.LevelsUnlocked.Length; i++) { LevelsUnlocked[i] = progControl.LevelsUnlocked[i]; } SkillPoints = progControl.SkillPoints; playerAmmo = progControl.playerAmmo; shootSpeed = progControl.shootSpeed; ammoPickupAmount = progControl.ammoPickupAmount; suppressorActive = progControl.suppressorActive; shotSoundDistance = progControl.shotSoundDistance; playerHealth = progControl.playerHealth; rollCooldown = progControl.rollCooldown; throwSpeed = progControl.throwSpeed; footstepNoise = progControl.footstepNoise; footstepVolume = progControl.footstepVolume; weaponUpgrades = new bool[progControl.weaponUpgrades.Length]; for (int i = 0; i <progControl.weaponUpgrades.Length; i++) { weaponUpgrades[i] = progControl.weaponUpgrades[i]; } playerUpgrades = new bool[progControl.playerUpgrades.Length]; for (int i = 0; i < progControl.playerUpgrades.Length; i++) { playerUpgrades[i] = progControl.playerUpgrades[i]; } collectedPoints = new bool[progControl.collectedPoints.Length]; for (int i = 0; i < progControl.collectedPoints.Length; i++) { collectedPoints[i] = progControl.collectedPoints[i]; } }
// Use this for initialization void Start() { m_AudioSource = GetComponent <AudioSource>(); m_UIManager = FindObjectOfType <UIManager>(); pm = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent <PerceptionManager>(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); progController = FindObjectOfType <PlayerProgressController>(); m_BulletAmmo = progController.playerAmmo; m_ShotCooldown = progController.shootSpeed; shotSoundDistance = progController.shotSoundDistance; // Update UI if (m_UIManager) { m_UIManager.SetAmmoText(m_BulletAmmo, m_GrenadeAmmo); } if (progController.suppressorActive) { Suppressor.gameObject.SetActive(true); m_AudioSource.volume = m_AudioSource.volume / 2; } }
private void Awake() { progController = FindObjectOfType <PlayerProgressController>(); m_BulletAmmo = progController.ammoPickupAmount; }
public void Awake() { progController = FindObjectOfType <PlayerProgressController>(); }
private void Awake() { progController = FindObjectOfType <PlayerProgressController>(); throwSpeed = progController.throwSpeed; }
// Use this for initialization void Start() { progControl = FindObjectOfType <PlayerProgressController>(); }