private void Awake() { camShakeInducer = GetComponent <TraumaInducer>(); PanelManager.OnCrystalCaptureCutSceneDone += OnCrystalCaptureCutSceneDone; Crystal.ReturnControlToState += OnReturnControlToState; InBattleUnitInventoryManager.OnUsedUsableItem += OnUsedUsableItem; }
private void Start() { lerp = GetComponent <AnimationLerp>(); clipBullets = clipMaxBullets; shakeThing = gameObject.GetComponent <TraumaInducer>(); animator = transform.GetChild(0).GetComponent <Animator>(); mesh.material.SetColor("_EmissiveColor", normalColor * normalIntensity); playerController = GameManager.Get().playerGO.GetComponent <Player>().fpsController; player = GameManager.Get().playerGO.GetComponent <Player>(); // mesh.material.SetColor("_EmissionColor", normalColor * 6.016924f); FirstPersonController.OnFPSJumpStart += JumpAnimationStart; FirstPersonController.OnFPSJumpEnd += JumpAnimationEnd; }
void IfDamage() { Life--; AkSoundEngine.PostEvent("pl_die", gameObject); Instantiate(Damage, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity); if (Life > 0) { int randomPoint = Random.Range(0, MaxRandomPoint); ActualRespawnPoint = new Vector3(RespawnPoint[randomPoint].position.x, RespawnPoint[randomPoint].position.y, 0.0f); transform.position = ActualRespawnPoint; } TraumaInducer.Shake(); lifeImage[Life].SetActive(false); }
//[Header("Components Assigment")] //Player Inventory; // Start is called before the first frame update void Start() { isInLight = true; screenShake = GetComponent <TraumaInducer>(); fpsController = GetComponent <FirstPersonController>(); fpsController.m_WalkSpeed = walkSpeed; fpsController.m_RunSpeed = runSpeed; fpsController.crouchMovSpeed = crouchMovSpeed; lastGO = gameObject; isDefenseActive = false; health = maxHealth; if (OnPlayerChangeHP != null) { OnPlayerChangeHP(health); } }
void OnTriggerEnter2D(Collider2D coll) { collision = coll.transform; if (collision.CompareTag("Floor") || collision.CompareTag("Player")) { InFloor = true; m_Animator.SetBool("Jump", false); } else { InFloor = false; } if (!immune) { if (collision.CompareTag("EnemyObject") || collision.CompareTag("Lava")) { IfDamage(); playerState = PlayerState.Normal; StartCoroutine(ImmunePlayer()); } if (collision.CompareTag("Ice")) { AkSoundEngine.PostEvent("pl_frozen", gameObject); playerState = PlayerState.OnIce; } if (collision.CompareTag("Poison")) { AkSoundEngine.PostEvent("pl_frozen", gameObject); playerState = PlayerState.OnPosion; } if (collision.CompareTag("Mele")) { AkSoundEngine.PostEvent("pl_deathbybat", gameObject); TraumaInducer.Shake(); rotationEnemy = Enemy.transform.rotation; playerState = PlayerState.OnImpulse; } } }
// The player hits the enemy on collision. private void OnCollisionEnter(Collision collision) { GameObject target = collision.transform.gameObject; PhotonPlayer player = target.GetComponent <PhotonPlayer>(); if (player != null) { // enemy is killed when the HP becomes below 0. player.GotDamaged(damage: DAMAGE); TraumaInducer explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity).GetComponent <TraumaInducer>(); explosion.PlayExplosion(); if (player.hp <= 0) { player.HasKilled(); } } Destroy(gameObject); }