void Awake() { scoring = GetComponent <PlayerScoring>(); shooting = GetComponent <PlayerShooting>(); movement = GetComponent <PlayerMovement>(); vfx = GetComponent <PlayerVFX>(); }
private void OnTriggerExit(Collider other) { if (other.gameObject.tag == "Player") { PlayerController player = other.gameObject.GetComponent <PlayerController>(); player.jumpAudio.Play(); PlayerVFX vfx = player.GetComponent <PlayerVFX>(); Vector3 middlePosDown = (endPos - player.transform.position) * 0.5f; middlePos = new Vector3(middlePosDown.x, middlePosDown.y + jumpHeight, middlePosDown.z); Vector3 a = player.transform.position; Vector3 b = player.transform.position + middlePos; Vector3 c = endPos; if (player.currentSpeed < minSpeed) { c = endPosFail; } player.IsJumping = true; if (jumpRoutine == null) { jumpRoutine = StartCoroutine(Jump(player, a, b, c, jumpTime, vfx)); player.rigid.constraints = RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; } else { Debug.Log("Cant start jump routine again!"); } } }
void Start() { rigid2D = GetComponent <Rigidbody2D>(); playerVFX = GetComponent <PlayerVFX>(); mainCam = FindObjectOfType <Camera>(); initialPos = transform.position; controlEnabled = true; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); cam = FindObjectOfType <Camera>(); playerVFX = GetComponent <PlayerVFX>(); tr = GetComponent <TrailRenderer>(); Button btn = btnBuy.GetComponent <Button>(); btn.onClick.AddListener(TaskOnClick); }
// Start is called before the first frame update void Start() { playerVFX = GameObject.FindWithTag("Player").GetComponent <PlayerVFX>(); if (GameObject.FindWithTag("Soulsight") != null) { soulSetting = GameObject.FindWithTag("Soulsight"); soulSetting.SetActive(false); } if (GameObject.FindWithTag("GameHandler") != null) { gameHandler = GameObject.FindWithTag("GameHandler").GetComponent <GameHandler>(); soulSetting.SetActive(false); } }
//public SpriteRenderer sprite; // Start is called before the first frame update void Start() { arrow1.SetActive(false); arrow2.SetActive(false); player = GameObject.FindWithTag("Player"); playerSoulSight = GameObject.FindWithTag("Player").GetComponent <Player_Soulsight>(); player.GetComponent <Player_Soulsight>().enabled = false; canvas = GameObject.FindWithTag("Canvas"); canvas.SetActive(false); playerVFX = GameObject.FindWithTag("Player").GetComponent <PlayerVFX>(); boxcollider = GetComponent <BoxCollider2D>(); orbs = GameObject.FindWithTag("MemoryOrb"); soulSetting = GameObject.FindWithTag("Soulsight"); soulSetting.SetActive(false); orbs.active = false; //sprite = gameObject.GetComponentInChildren<SpriteRenderer>(); //arrows = GameObject.FindWithTag("Arrow"); //arrows.SetActive(false); }
void Start() { playerSoulSight = GameObject.FindWithTag("Player").GetComponent <Player_Soulsight>(); playerVFX = GameObject.FindWithTag("Player").GetComponent <PlayerVFX>(); orbUI.SetActive(false); }
private IEnumerator Jump(PlayerController player, Vector3 a, Vector3 b, Vector3 c, float jumpTime, PlayerVFX vfx) { float elapsed = 0f; while (elapsed < jumpTime) { float t = elapsed / jumpTime; player.transform.position = Bezier.GetPoint(a, b, c, t); player.transform.rotation = Quaternion.Lerp(player.transform.rotation, Quaternion.Euler(endRot), t); //player.transform.forward = player.rigid.velocity + Bezier.GetDerivative(a, b, c, t); elapsed += Time.deltaTime; yield return(null); } player.IsJumping = false; jumpRoutine = null; player.rigid.constraints = RigidbodyConstraints.FreezeRotation; player.rigid.velocity += Vector3.up * -2f; vfx.landingSparks.Play(); }
private void Start() { playerVFX = transform.parent.GetComponent <PlayerVFX>(); GetComponent <BoxCollider>().isTrigger = true; }