void Awake() { anim = GetComponent <Animator> (); playerAudio = GetComponent <AudioSource> (); playerMovement = GetComponent <PlayerMovement> (); currentHealth = startingHealth; }
// Called in Bridge.cs public void setUniverse(int num) { Debug.Log("Universe Sent " + num); universeNum = num; // Get the origin of the set Universe Vector3 origin = GameObject.Find("Universe" + num + "/Managers/OriginManager").GetComponent<Universe>().origin; Debug.Log(num + "Universe " + origin); // Set camPos to bgPos + 1000 to z Vector3 camPos = new Vector3(origin.x, origin.y, origin.z + 0.1f); Debug.Log("camera positons " + camPos); Camera = (Transform)Instantiate(camPrefab, camPos, new Quaternion(0, 0, 0, 0)); Camera.name = "Camera " + num; // It is the first time this function has been called if (characterNum == 99) { characterNum = universeNum; Log.Note("Activate initial"); playerMovement = GameObject.Find("Character" + num).GetComponent<PlayerMovement>(); playerMovement.activateCharacter(num, num); playerManager = GameObject.Find("Character" + num).GetComponent<PlayerManager>(); playerManager.activateCharacter(num); FiringHandler fireHandler = GameObject.Find("Character" + num).GetComponent<FiringHandler>(); fireHandler.activateCharacter(num); } playerManager.universeNumber = num; }
// Use this for initialization void Start() { _animator = GetComponent<Animator>(); _gravity = GetComponent<Gravity>(); _playerMovement = GetComponent<PlayerMovement>(); _jump = GetComponent<Jump>(); }
//public Collider2D meleeTrigger; void Awake () { rb = GetComponent<Rigidbody2D> (); s_movement = GetComponent<PlayerMovement> (); directionIndicator.transform.position = new Vector3(directionIndicator.transform.position.x, directionIndicator.transform.position.y + weaponHeightAboveCenter, directionIndicator.transform.position.z); }
void Awake () { // first get the playermovement and playerrotation on THIS script's gameobject _playerMovement_ref = GetComponent<PlayerMovement> (); _playerRotation_ref = GetComponent<PlayerRotation>(); // and the player m_Player = GetComponent<Player>(); // then tell the inputcontrollermanager to set its static variables to match // THIS script's _iControllerNumber, InputControllerManager.KeyMap map = InputControllerManager.WhatControllerAmI(_iControllerNumber); // THEN set THIS script's movement and rotation script axis values to match the inputcontroller's values // [playermovement] _playerMovement_ref._horizontalAxis = map._horizontalAxis; _playerMovement_ref._verticalAxis = map._verticalAxis; // [playerrotation] _playerRotation_ref._horizontalAxis = map._horizontalAxis; _playerRotation_ref._verticalAxis = map._verticalAxis; m_Player.m_Attack = map._button01; m_Player.m_Pause = map._buttonPause; }
void Start() { Movement = GetComponent<PlayerMovement>(); MinSpeed = Movement.ForwardSpeed; Speed = Movement.ForwardSpeed; MinLateralSpeed = Movement.MovementSpeed; }
void Awake () { onFire = false; announcerAudio = GetComponents<AudioSource> () [1]; playerAttack = GetComponent<PlayerAttack> (); canvas = GameObject.Find ("HUDCanvas"); //Debug.Log ("PlayerHealthUI_" + playerAttack.playerNum); inGameHealthUI = canvas.GetComponent<RectTransform> ().Find ("PlayerHealthUI_" + playerAttack.playerNum) .GetComponent<InGameHealthUI>(); inGameHealthUI.playerHealth = this; rigid = GetComponent<Rigidbody> (); gm = GameObject.Find ("GameManager").GetComponent<GameManager> (); uim = GameObject.Find ("GameManager").GetComponent<UI_Manager> (); joystickNum = playerAttack.joystickNum; damageReduction = 1; allgrounds = GameObject.FindGameObjectsWithTag("Island"); anim = GetComponent <Animation> (); playerAudio = GetComponent <AudioSource> (); playerMovement = GetComponent <PlayerMovement> (); //playerShooting = GetComponentInChildren <PlayerShooting> (); currentHealth = startingHealth; SetupHealthUI (); }
void stopBeat() { player = GetComponent<PlayerMovement>(); interval = player.getDelta(); stateBeating = false; trackedTime = 0.0f; }
//override = je maakt een extensie van die functie public override void PlayerHit(PlayerMovement _GO) { base.PlayerHit(_GO);//roep de basis classe nog wel aan(dus de playerhit in pickup) //voeg hier code toe zo dat de speler zijn score omhoog gaat _GO.m_score += 100; Destroy (this.gameObject); }
void Awake() { playerMovement = GetComponent<PlayerMovement>(); playerHealth = GetComponent<PlayerHealth>(); anim = GetComponent<Animator>(); p2Health = GameObject.Find("Player02").GetComponent<Player2Health>(); }
void Start() { // Obtains the components from the PlayerMovement, CameraFollow and BlasterManager Script. playerMovementController = FindObjectOfType<PlayerMovement>(); armMovementController = FindObjectOfType<BlasterManager>(); cameraMovementController = FindObjectOfType<CameraFollow>(); }
// Use this for initialization void Awake() { anim = GetComponent<Animator>(); playerMovement = GetComponent<PlayerMovement>(); playerAttack = GetComponentInChildren<PlayerAttack>(); currentHealth = startingHealth; }
// Use this for initialization void Start() { audioSou = GetComponent<AudioSource> (); timer = 0.0f; dashTimer = 0.0f; weapon = GameObject.Find ("p1/Weapon"); flashlight = GameObject.Find ("p1/Flashlight"); body = GetComponent<Rigidbody2D> (); playerMov = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerMovement> (); isHookOn = false; comeHere = false; goAway = false; applyDash = false; canDash = true; canShoot = true; shootTimer = 0.0f; countShootTime = false; canShootShield = true; shieldTimer = 0.0f; countShieldTime = false; isFlashlightOn = false; hookTimer = 0.0f; hookConstant = hookFlyingTime; }
void Awake() { player = GameObject.Find("Player(Goliath)").GetComponent<Transform>(); PlayerAnim = GameObject.Find("Player(Goliath)").GetComponent<PlayerMovement>(); sound = GameObject.Find("Handeler").GetComponent<SoundManager>(); }
void OnTouchEnd(Touch touch) { if (IsPlayer(touch)) { player.outsideMotion = Vector3.zero; player = null; } }
public PlayerMovement Add(PlayerMovement.Team team,Transform_GC tran) { PlayerMovement player = (Object.Instantiate (CLONE.Zenor,tran.position,Quaternion.Euler( tran.rotation))as GameObject).GetComponent<PlayerMovement> (); player.team = team; StartPlay += player.StartPlay; EndPlay += player.EndPlay; switch(team) { case PlayerMovement.Team.Black: { player.transform.SetParent(OBJECTS.BlackTeam.transform); player.Name="Black_Team_Zenor_"+Index_of_BlackTeam; Index_of_BlackTeam++; break; } case PlayerMovement.Team.White: { player.transform.SetParent(OBJECTS.WhiteTeam.transform); player.Name="White_Team_Zenor_"+Index_of_WhiteTeam; Index_of_WhiteTeam++; break; } } return player; }
void Start() { playerMovement = Camera.main.GetComponent<PlayerMovement>(); grid = GetComponent<Grid>(); if (SEED == 0) { SEED = Random.seed; Random.seed = SEED; } else { Random.seed = SEED; } if (text == null) { //text = GameObject.FindGameObjectWithTag("Text").GetComponent<Text>(); } if (text != null) { //text.text = "" + SEED; } Debug.Log("LEVEL SEED: " + SEED); Generate(); GenerateEnemies(); }
void OnCollisionEnter(Collision coll){ mv = coll.gameObject.GetComponent<PlayerMovement> (); //print ("hit"); switch (coll.gameObject.tag) { case "Bullet": Health.value -= Bdamage; break; case "Rocket": print (Health.value); Health.value -= Rdamage; break; case "Portal": finished.GameOver (2); break; default: Health.value -= Adamage; break; } if(Health.value <= 0){ print ("gg"); finished.GameOver(1); } //print (Health.value*100); }
void Awake() { justTraveled = 0; gameObject.isStatic = true; gameObject.transform.localPosition = Vector3.zero; GetComponent<BoxCollider>().isTrigger = true; wall = transform.parent.GetComponent<Wall>(); floor = transform.parent.transform.parent.gameObject; CBS = Camera.main.GetComponent<PlayerMovement>().CBS; playerInteraction = Camera.main.GetComponent<PlayerMovement>(); if (tag == "down" || tag == "back") { wallSize = wall.xSize; } else { wallSize = wall.zSize; } xSize = 1; ySize = 3; gridX = wall.xSize; Generate(); }
void Start() { playerManager = GameObject.FindGameObjectWithTag("Manager"); DV = playerManager.GetComponent<DynamicVariables>(); cameraScript = transform.parent.GetComponentInChildren<CameraMovement>(); playerScript = transform.parent.GetComponentInChildren<PlayerMovement>(); }
void Start() { GameObject managerObject = GameObject.FindGameObjectWithTag ("Manager"); manager = managerObject.GetComponent<Manager> (); playerMovement = GetComponent<PlayerMovement> (); playerView = GetComponent <PlayerView> (); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); camCtrl = Camera.main.GetComponent<CameraControl>(); playMove = player.GetComponent<PlayerMovement>(); playLife = player.GetComponent<PlayerLife>(); }
void Awake () { rb = GetComponent<Rigidbody2D> (); meleeTrigger.enabled = false; s_movement = GetComponent<PlayerMovement> (); }
void Start() { if(confuseTime < 0.0f) { Debug.LogError("Please set confuseTime!"); } playerApi = GetComponent<PlayerMovement>(); if(playerApi == null) { Debug.LogError("Eitcha lele! Cade o PlayerMovement no player?"); } ResourceManager resourceApi = GameObject.FindGameObjectWithTag("ResourceManager").GetComponent<ResourceManager>(); confuseEffect = resourceApi.getTextureByName("confuse_gas_effect"); Debug.Log("Texturaaaa: " + confuseEffect.name); alpha = GUI.color.a; // Agora nao me pergunte pq o confuseTime ao quadrado =P alphaDecrease = ( alpha / (confuseTime * confuseTime ) ) * Time.deltaTime; Debug.Log("Decrease: " + alphaDecrease); StartCoroutine(doConfusion(confuseTime, playerApi)); }
//private bool flip_flag; //Singlenton pattern void awake() { if (instance == null) instance = this; else if (instance != this) Destroy(gameObject); }
// Use this for initialization void Start() { spellAnimation = GetComponent<Animator>() as Animator; audioReference = GameObject.FindGameObjectWithTag("GameMaster").GetComponent<GameMaster>(); playerMove = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMovement>(); //castingSpell = false; }
void Start() { pMove = GameObject.FindObjectOfType<PlayerMovement>(); snowSteps = SoundManager.LoadAllFromGroup("Snowsteps"); woodSteps = SoundManager.LoadAllFromGroup("Woodsteps"); stoneSteps = SoundManager.LoadAllFromGroup("Stonesteps"); }
//dan //protected PlayerRotation PlayerRot; // ============================================================================= // ============================================================================= // METHODS UNITY --------------------------------------------------------------- protected virtual void Awake() { Config = GameObject.FindWithTag ( "Config" ).GetComponent<Config> (); Trans = transform; Audio = audio; NetView = networkView; GameObject player = GameObject.FindWithTag ( "Player" ); PlayerMov = player.GetComponent<PlayerMovement> (); //dan //TODO: fix player Rotation //PlayerRot = player.GetComponent<PlayerRotation> (); Equip = gameObject.GetComponent<Equipment> (); if ( DisplayLeft ) { DisplayLeft.renderer.material.color = DisplayColor; } if ( DisplayRight ) { DisplayRight.renderer.material.color = DisplayColor; } }
void Update() { if (SceneManager.GetActiveScene().buildIndex <= 1) { //Debug.Log("WE ARE IN MAIN MENU OR LEVEL SELECTOR"); //pregame = true; } else { if (GameObject.FindGameObjectWithTag("Player") == null) { playerDead = true; } if (playerDead) { if (playedDeath == false) { audioSource.clip = playerSound[5]; audioSource.volume = 1.0f; audioSource.Play(); playedDeath = true; } } if (GameObject.FindGameObjectWithTag("Player") == null) return; playerMove = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMovement>(); } }
protected override void PlayerInteract(PlayerMovement player) { if(m_IsDone) { WinSequenceManager.Instance.StartWinSequence(); } }
public void MovePlayer(PlayerMovement playerMovement) { Clients.Others.movePlayer(playerMovement); }
private void Start() { playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); }
private void Start() { player = FindObjectOfType <PlayerMovement>(); }
void Start() { LV = GameObject.Find("LevelManager").GetComponent <LoadLevel>(); PlayerMov = GetComponent <PlayerMovement>(); }
public virtual void setPlayer(PlayerMovement p) //Set the player movement conmponent { player = p; }
void Start() { controls = new PlayerControls(); playerMovement = GetComponent <PlayerMovement>(); }
void Update() { if (Input.GetMouseButtonDown(1)) // left button { List <GameObject> tmp = new List <GameObject>(); team = tmp; } if (Input.GetMouseButtonDown(0)) // left button { RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit.collider != null) { if (hit.collider.gameObject.tag == "team" && hit.collider.gameObject.layer != 10) { PlayerMovement mate = hit.collider.gameObject.GetComponent <PlayerMovement>(); if (Input.GetKey(KeyCode.LeftControl)) { if (!mate.inTeam) { team.Add(hit.collider.gameObject); mate.inTeam = true; } else { team.Remove(hit.collider.gameObject); } } else // on clean selection et on met que celui la { List <GameObject> tmp = new List <GameObject>(); tmp.Add(hit.collider.gameObject); mate.inTeam = true; team = tmp; } } else { foreach (GameObject mate in team) { if (mate) { mate.GetComponent <PlayerMovement>().moveOrder = true; if (hit.collider.transform.tag == "orc") { mate.GetComponent <PlayerMovement>().enemy = hit.collider.gameObject; } else { mate.GetComponent <PlayerMovement>().targetPosition = hit.collider.gameObject.transform.position; if (mate.GetComponent <PlayerMovement>().enemy) { mate.GetComponent <PlayerMovement>().enemy = null; } } } } } } } if (win) { if (!HCH) { Debug.Log("The Orc Team wins."); } if (!OCH) { Debug.Log("The Human Team wins."); } win = false; } if (!HCH || !OCH) { win = true; } }
// Use this for initialization void Start() { pm = GetComponent <PlayerMovement>(); anim = GetComponent <Animator>(); }
// Use this for initialization void Start() { viewCamera = Camera.main; mover = GetComponent <PlayerMovement> (); manager = FindObjectOfType <GameManager> (); }
//Adds a player to the list public void addPlayer(PlayerMovement playerMoveScript) { PlayerList.Add(playerMoveScript); }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); playerPos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); sr = GetComponent <SpriteRenderer>(); }
private void Awake() { playerMovement = GetComponent <PlayerMovement>(); playerArm = GetComponent <PlayerArm>(); }
// Start is called before the first frame update void Start() { player = FindObjectOfType <PlayerMovement>(); infectedDisplay = FindObjectOfType <InfectedDisplay>(); negativeDisplay = FindObjectOfType <NegativeDisplay>(); }
private void FindPlayer() { playerObject = GameObject.FindGameObjectWithTag("Player"); playerMovement = playerObject.GetComponent <PlayerMovement>(); }
// Use this for initialization protected override void Start() { base.Start(); spriteRenderer = GetComponent <SpriteRenderer> (); playerMovement = FindObjectOfType <PlayerMovement> (); }
void Start() { Time.timeScale = 1; playerMovement = FindObjectOfType <PlayerMovement>(); playerAction = FindObjectOfType <PlayerAction>(); }
private void Start() { attack = GetComponent <PlayerAttack>(); movement = GetComponent <PlayerMovement>(); attributes = GetComponent <PlayerAttributes>(); }
void Start() { player = gameObject.GetComponent <PlayerMovement>(); shoot = gameObject.GetComponent <Shoot>(); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); speedBonusTimeValue = 3.0f; speedFactor = 2.0f; }
void InicializeVariables() { playerMovement = GetComponent <PlayerMovement>(); animator = GetComponent <Animator>(); }
void Start() { playerMovementScript = gameObject.GetComponent <PlayerMovement>(); }
void Start () { movement= GetComponent<PlayerMovement>(); attacks= GetComponent<PlayerAttacks>(); }
public PlayerAnimations(PlayerMovement pm) { this.pm = pm; }
void Start() { isDamaged = false; playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); }
void Start() { playerMovement = GetComponent <PlayerMovement>(); playerAnimation = GetComponent <CharacterAnimation>(); playerStatus = GetComponent <Status>(); }
private void Start() { anim = GetComponent <Animator>(); playerMovement = GetComponent <PlayerMovement>(); playerHealth = GetComponent <PlayerHealth>(); }
// Start is called before the first frame update void Start() { pMove = GetComponent <PlayerMovement>(); linkDefaultSprite = linkSprite.sprite; }
private void Awake() { movement = GetComponent <PlayerMovement>(); movement.Init(); }
// Start is called before the first frame update void Start() { playerMovement = GameObject.FindObjectOfType <PlayerMovement>(); }
private void Awake() { m_Character = GetComponent <PlayerMovement>(); }