//Initialization void Start() { player = this.gameObject; this.name = "Player"; //Add and applies Rigidbody2D to our player player.AddComponent <Rigidbody2D>(); rb = player.GetComponent <Rigidbody2D>(); rb.gravityScale = 2f; rb.constraints = RigidbodyConstraints2D.FreezeRotation; //Add and applies BoxCollider2D to our player player.AddComponent <BoxCollider2D>(); collide = player.GetComponent <BoxCollider2D> (); rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y); player.AddComponent <ConstantForce2D>(); gravityForce = player.GetComponent <ConstantForce2D>(); gravityForce.enabled = false; statePattern = player.GetComponent <StatePatternPlayer>(); //Gets the sprite component sprite = player.GetComponent <SpriteRenderer>(); GameObject healthBars = GameObject.Find("Health Bar"); health = healthBars.GetComponent <Health>(); }
// Use this for initialization void Start() { spawnerTransform = this.transform; spawnerLocation = spawnerTransform.localPosition; players = GameObject.Find("Players"); statePattern = newPlayer.GetComponent <StatePatternPlayer>(); }
// Use this for initialization void Start() { playerObject = GameObject.Find("Player"); statePattern = playerObject.GetComponent <StatePatternPlayer>(); startingHealth = statePattern.health; k = startingHealth; // player = this.player; healthBar = new GameObject[startingHealth]; currentHealth = startingHealth; createHealth(); }
public PlayerTargetState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
// Constructor public InvincibleState(StatePatternPlayer p) { player = p; }
public PlayerHookState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
// Constructor public BigState(StatePatternPlayer p) { player = p; }
//public Quaternion xRotation; //public bool jumping = false; public PlayerWalkState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
// Constructor public NormalState(StatePatternPlayer p) { player = p; }
//public Quaternion xRotation; //public bool jumping = false; public PlayerSneakState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
public PlayerIdleState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
// Constructor public ShootingState(StatePatternPlayer p) { player = p; }
public VulnerableState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
//public Quaternion xRotation; public PlayerBounceState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }
public InvincibleState(StatePatternPlayer statePatternPlayer) { player = statePatternPlayer; }