示例#1
0
    // Use this for initialization
    void Start()
    {
        pickupType  = Pickup.PickupType.Null;
        CanActivate = true;
        Canvas      = GameObject.FindGameObjectsWithTag("MainCanvas")[0];



        lastTimeSinceActivation = Time.time;
        m_Rigidbody2D           = GetComponent <Rigidbody2D>();
        health     = GetComponent <PlayerHealth>();
        MainCamera = Camera.main.gameObject;
        if (source == null || MainCamera != source.gameObject)
        {
            source = MainCamera.AddComponent <AudioSource>();
        }
        CarDead   = Canvas.transform.FindChild("CarDestroyed").gameObject.GetComponent <Canvas>();
        Dead      = Canvas.transform.FindChild("Died").gameObject.GetComponent <Canvas>();
        OtherDead = Canvas.transform.FindChild("OtherDied").gameObject.GetComponent <Canvas>();
        OnSwitchLight(lightOn);
        if (isLocalPlayer)
        {
            if (FindObjectsOfType <Player>().Length > 1)
            {
                this.gameObject.GetComponent <Animator>().runtimeAnimatorController = Player2;
                CmdSwitchAnimation();
            }

            Camera.main.gameObject.GetComponent <CameraScript>().SetPlayer(this.gameObject);
        }
        revive = GetComponentInChildren <PlayerRevive>();
        revive.gameObject.SetActive(false);
    }
示例#2
0
    private void PlayerKnockdown()
    {
        foreach (Glove glove in gloves)
        {
            glove.CombatEnabled = false;
        }

        if (timesKnockedDown <= 3)
        {
            foreach (Collider collider in GetComponents <Collider>())
            {
                collider.enabled = false;
            }

            GameObject   playerRevive    = Instantiate(Resources.Load <GameObject>("PlayerRevive"), transform.position + (0.5f * transform.forward), Quaternion.identity);
            PlayerRevive reviveComponent = playerRevive.GetComponent <PlayerRevive>();
            reviveComponent.SetTargetPlayer(this);
            reviveComponent.StartCoroutine("ReviveTimeout", properties.reviveDuration);
        }
        else
        {
            PlayerFailedGetUp();
        }
    }