示例#1
0
 private void Update()
 {
     if (player == null)
     {
         player = FindObjectOfType <Player_Pawn>();
     }
 }
示例#2
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 public void Awake()
 {
     if (player_controller == null)
     {
         player_controller = this;
     }
     player = FindObjectOfType <Player_Pawn>();
 }
 public override void Awake()
 {
     playerpawn      = this;
     player_collider = GetComponent <CircleCollider2D>();
     renderer        = GetComponent <SpriteRenderer>();
     manager         = GameManager.Instance;
     DontDestroyOnLoad(this);
 }
示例#4
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    public static void SavePlayer(Player_Pawn player)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/hai.zen";
        FileStream      stream    = new FileStream(path, FileMode.Create);

        PlayerData data = new PlayerData(player);

        formatter.Serialize(stream, data);
        stream.Close();
    }
    void Start()
    {
        currentHealth = maxHealth; //Current health is set to a defined max health
        currentMana   = maxMana;   //Current mana is set to a defined max mana

        //The fill amount will only take values between 0 and 1. By dividing the current and the max value
        //of our Health, Mana, and Level Progression, we'll always stay between 0 and 1
        healthUI.fillAmount           = currentHealth / maxHealth;
        manaUI.fillAmount             = currentMana / maxMana;
        levelProgressionUI.fillAmount = levelProgression;

        playerPrefab = FindObjectOfType <Player_Pawn>().gameObject;
        player       = FindObjectOfType <Player_Pawn>();

        playerPrefab.SetActive(false);
    }
示例#6
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    public PlayerData(Player_Pawn player)
    {
        health     = GameManager.Instance.currentHealth;
        maxHealth  = GameManager.Instance.maxHealth;
        healthFill = health / maxHealth;

        mana     = GameManager.Instance.currentMana;
        maxMana  = GameManager.Instance.maxMana;
        manaFill = mana / maxMana;

        level            = GameManager.Instance.level;
        levelProgression = GameManager.Instance.levelProgression;
        levelProFill     = levelProgression / 100f;

        location = GameManager.Instance.Scene_Name;

        position[0] = player.transform.position.x;
        position[1] = player.transform.position.y;
        position[2] = player.transform.position.z;
    }
示例#7
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    // Start is called before the first frame update

    void Start()
    {
        player = FindObjectOfType <Player_Pawn>();

        poolDictionary = new Dictionary <string, Queue <GameObject> >();

        foreach (Pool pool in pools)                                  //For each pool that we create
        {
            Queue <GameObject> objectPool = new Queue <GameObject>(); //We create a queue full of objects

            //We make sure that we want to add all of the objects into the queue
            for (int i = 0; i < pool.size; i++)
            {
                GameObject obj = Instantiate(pool.prefab);
                DontDestroyOnLoad(obj);
                obj.SetActive(false);
                objectPool.Enqueue(obj);
            }

            poolDictionary.Add(pool.tag, objectPool); //Add our queue into our dictionary
        }
    }
示例#8
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 private void Awake()
 {
     player   = FindObjectOfType <Player_Pawn>();
     Instance = this;
 }
 // Start is called before the first frame update
 public override void Start()
 {
     base.Start();
     sorcerer = GetComponent <Sorcerer_Pawn>();
     player   = FindObjectOfType <Player_Pawn>();
 }