// main logic public override void Init() { base.Init(); didInit = false; if (weaponControl == null) { // try to find weapon controller on this gameobject weaponControl = myGO.GetComponent <Standard_SlotWeaponController> (); } if (rendererToTestAgainst == null) { // we need a renderer to find out whether or not we are on-screen rendererToTestAgainst = myGO.GetComponentInChildren <Renderer> (); } // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.AddComponent <BasePlayerManager> (); } myDataManager = myPlayerManager.GetDataManager(); myDataManager.SetName("Enemy"); myDataManager.SetHealth(thisEnemyStrength); canFire = true; didInit = true; }
public void Init() { // cache our transform myTransform = transform; // cache our gameObject myGO = gameObject; if (weaponControl == null) { // try to find weapon controller on this gameobject weaponControl = myGO.GetComponent <Standard_SlotWeaponController>(); } if (rendererToTestAgainst == null) { // we need a renderer to find out whether or not we are on-screen, so let's try and find one // in our children if we don't already have one set in the editor rendererToTestAgainst = myGO.GetComponentInChildren <Renderer>(); } // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.AddComponent <BasePlayerManager>(); } myDataManager = myPlayerManager.DataManager; myDataManager.SetName("Enemy"); myDataManager.SetHealth(thisEnemyStrength); canFire = true; didInit = true; }
public override void Init() { // hide the invulnerability shield(!) if (!godMode) { MakeVulnerable(); } else { MakeInvulnerable(); } // get a ref to the weapon controller weaponControl = myGO.GetComponent <Standard_SlotWeaponController>(); // tell weapon control who we are (so all weapon control can tell projectiles who sent them) weaponControl.SetOwner(ownerID); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <BasePlayerManager>(); } myDataManager = myPlayerManager.DataManager; myDataManager.SetName("Player"); myDataManager.SetHealth(3); // update UI lives if (ownerID == 1) { // if our owner ID is 1, we must be player 1 GameController_IP.Instance.UpdateLivesP1(myDataManager.GetHealth()); } else { // we are player 2, so set that UI instead GameController_IP.Instance.UpdateLivesP2(myDataManager.GetHealth()); } if (isMouseControlled) { // if we are going to use mouse controls, add a mouse input controller mouse_input = gameObject.AddComponent <Mouse_Input>(); } didInit = true; }
// main logic public override void Init() { base.Init(); // do god mode, if needed) if (!godMode) { MakeVulnerable(); } else { MakeInvulnerable(); } // start out with no control from the player canControl = false; // get a ref to the weapon controller weaponControl = myGO.GetComponent <Standard_SlotWeaponController> (); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <PlayerManager_Tank> (); } // set up the data for our player myDataManager = myPlayerManager.DataManager_Tank; myDataManager.SetName("Player"); myDataManager.SetHealth(3); myDataManager.SetDetaleHealth(100); myDataManager.SetProtection(0.5f); isFinished = false; // get a ref to the player manager GameController_Tank.Instance.UpdateLivesP1(myDataManager.GetHealth()); GameController_Tank.Instance.UpdateLivesDetaleP1(myDataManager.GetDetaleHealth()); }
public override void Init() { Debug.Log("CarController_MVD Init called."); // cache the usual suspects myBody = GetComponent <Rigidbody>(); myGO = gameObject; myTransform = transform; // allow respawning from the start canRespawn = true; // save our accelMax value for later, incase we need to change it to // do AI catch up originalAccelMax = accelMax; // add default keyboard input if we don't already have one if (default_input == null) { default_input = myGO.AddComponent <Keyboard_Input>(); } // cache a reference to the player controller myPlayerController = myGO.GetComponent <BasePlayerManager>(); // call base class init myPlayerController.Init(); // with this simple vehicle code, we set the center of mass low to try to keep the car from toppling over myBody.centerOfMass = new Vector3(0, -3.5f, 0); // see if we can find an engine sound source, if we need to if (engineSoundSource == null) { engineSoundSource = myGO.GetComponent <AudioSource>(); } AddRaceController(); // reset our lap counter raceControl.ResetLapCounter(); // get a ref to the weapon controller weaponControl = myGO.GetComponent <Standard_SlotWeaponController>(); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <BasePlayerManager>(); } // cache ref to data manager myDataManager = myPlayerManager.DataManager; // set default data myDataManager.SetName("Player"); myDataManager.SetHealth(startHealthAmount); if (isAIControlled) { // set our name to an AI player myDataManager.SetName("AIPlayer"); // set up AI InitAI(); } //GameController_MVD.Instance.UpdateWrongWay(false); }