void Start() { m_PlayerCharacterController = GetComponent <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, Key>(m_PlayerCharacterController, this, gameObject); m_InputHandler = GetComponent <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, Key>(m_InputHandler, this, gameObject); }
protected override void OnPicked(PlayerCharacterController player) { Armor playerArmor = player.GetComponent <Armor>(); if (playerArmor && playerArmor.CanPickup()) { playerArmor.GainArmor(ArmorAmount); PlayPickupFeedback(); Destroy(gameObject); } }
protected override void OnPicked(PlayerCharacterController player) { Health playerHealth = player.GetComponent <Health>(); if (playerHealth && playerHealth.CanPickup()) { playerHealth.Heal(HealAmount); PlayPickupFeedback(); Destroy(gameObject); } }
void Start() { m_PlayerCharacterController = GetComponent <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerInputHandler>( m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, PlayerInputHandler>(m_GameFlowManager, this); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
void OnTriggerEnter(Collider other) { PlayerCharacterController pickingPlayer = other.GetComponent <PlayerCharacterController>(); if (pickingPlayer != null) { OnPicked(pickingPlayer); PickupEvent evt = Events.PickupEvent; evt.Pickup = gameObject; EventManager.Broadcast(evt); } }
void Start() { jetpackEvent = FMODUnity.RuntimeManager.CreateInstance(JetpackSfx); IsJetpackUnlocked = IsJetpackUnlockedAtStart; m_PlayerCharacterController = GetComponent <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, Jetpack>(m_PlayerCharacterController, this, gameObject); m_InputHandler = GetComponent <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, Jetpack>(m_InputHandler, this, gameObject); CurrentFillRatio = 1f; }
void Start() { IsJetpackUnlocked = IsJetpackUnlockedAtStart; m_PlayerCharacterController = GetComponent <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, Jetpack>(m_PlayerCharacterController, this, gameObject); m_InputHandler = GetComponent <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, Jetpack>(m_InputHandler, this, gameObject); CurrentFillRatio = 1f; AudioSource.clip = JetpackSfx; AudioSource.loop = true; }
protected override void OnPicked(PlayerCharacterController byPlayer) { PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>(); if (playerWeaponsManager) { if (playerWeaponsManager.AddWeapon(WeaponPrefab)) { // Handle auto-switching to weapon if no weapons currently if (playerWeaponsManager.GetActiveWeapon() == null) { playerWeaponsManager.SwitchWeapon(true); } PlayPickupFeedback(); Destroy(gameObject); } } }
protected override void OnPicked(PlayerCharacterController byPlayer) { PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>(); if (playerWeaponsManager) { WeaponController weapon = playerWeaponsManager.HasWeapon(Weapon); if (weapon != null) { weapon.AddCarriablePhysicalBullets(BulletCount); AmmoPickupEvent evt = Events.AmmoPickupEvent; evt.Weapon = weapon; EventManager.Broadcast(evt); PlayPickupFeedback(); Destroy(gameObject); } } }
protected virtual void OnPicked(PlayerCharacterController playerController) { PlayPickupFeedback(); }
void Awake() { m_PlayerCharacterController = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, TeleportPlayer>( m_PlayerCharacterController, this); }