// Start is called before the first frame update void Start() { hp = gameObject.GetComponent <BossHp>(); act = Acter.Start; audioSource = GetComponent <AudioSource>(); SECharge = false; }
// Start is called before the first frame update void Awake() { for (int i = 0; i < 4; i++) { sr[i] = new List <SpriteRenderer>(); sr[i].Clear(); } anim = GetComponent <Animator>(); enemyRigidBody = GetComponent <Rigidbody2D>(); hpObj = GetComponent <BossHp>(); for (int i = 0; i < seTuYellow.Count; i++) { sr[1].Add(seTuYellow[i].GetComponent <SpriteRenderer>()); } for (int i = 0; i < seTuGreen.Count; i++) { sr[2].Add(seTuGreen[i].GetComponent <SpriteRenderer>()); } for (int i = 0; i < seTuBlue.Count; i++) { sr[3].Add(seTuBlue[i].GetComponent <SpriteRenderer>()); } colorState = 0; isSkill = false; StartCoroutine("PubCD_Counter"); StartCoroutine(MoveStateCounter()); stabPosList = new List <Vector3>(); for (int i = 0; i < SkillCD.Count; i++) { SkillCD[i] = false; } Refresh(); ps = GetComponentInChildren <ParticleSystem>(); }
// Start is called before the first frame update void Start() { hp = gameObject.GetComponent <BossHp>(); audioSource = GetComponent <AudioSource>(); patern = Patern.First; updown = LaserUpDown.Up; }
public override void OnAwake() { anim = gameObject.GetComponent <Animator>(); bloodParticle = transform.Find("BloodParticle").GetComponent <ParticleSystem>(); special = transform.Find("Special").GetChild(0).GetComponent <ParticleSystem>(); bossHp = transform.Find("CanvasBoss").GetChild(0).GetComponent <BossHp>(); }
// 충돌 했을 때. void OnTriggerEnter(Collider _Col) { if (_Col.transform.CompareTag("Boss")) { // 플레이어의 스크립트 컴포넌트를 가져온다. pInfo = _Col.GetComponent <BossHp>(); StartCoroutine("StartDamage"); } }
// Start is called before the first frame update void Start() { hp = gameObject.GetComponent<BossHp>(); act = Acter.Start; audioSource = GetComponent<AudioSource>(); option = GameObject.Find("Option"); optionscript = option.GetComponent<Option>(); Cnt2 = 0; SECharge = false; }
void Start() { GetBulletsPoints(); bossHp = GameManager.singleton.bossHp; bossHp.gameObject.SetActive(true); if (GameManager.singleton.endless) { Endless.singleton.CalculateBoss(this); } bossHp.Begin(hp); }
// 충돌이 끝났을 때. void OnTriggerExit(Collider _Col) { if (_Col.transform.CompareTag("Boss")) { // 코루틴을 멈춘다. StopCoroutine("StartDamage"); // 충돌이 끝난 후 정보를 플레이어의 정보를 게속 가지고 있을 필요가 // 없기 때문에 null로 초기화 해준다. pInfo = null; } }
public void ScoreSetting() { GateTrophy = Character.instance.gateNum; MonsterHP = Character.instance.sumMonsterHpNum; BossHp = FinalBattle.instance.doomTrack - Boss.instance.BossDoomTrack; ItemAmount = Character.instance.characterInventory.Count; Clue = Character.instance.clue; Basic = FinalBattle.instance.doomTrack - TerrorLevel.instance.terrorlevel; num1.text = Basic.ToString(); num2.text = BossHp.ToString(); num3.text = GateTrophy.ToString(); num4.text = MonsterHP.ToString(); num5.text = Clue.ToString(); num6.text = Score().ToString(); }
public override int GetHashCode() { int hash = 1; if (Name.Length != 0) { hash ^= Name.GetHashCode(); } if (PosX != 0F) { hash ^= PosX.GetHashCode(); } if (PosY != 0F) { hash ^= PosY.GetHashCode(); } if (PosZ != 0F) { hash ^= PosZ.GetHashCode(); } if (RotX != 0F) { hash ^= RotX.GetHashCode(); } if (RotY != 0F) { hash ^= RotY.GetHashCode(); } if (RotZ != 0F) { hash ^= RotZ.GetHashCode(); } if (Hp != 0) { hash ^= Hp.GetHashCode(); } if (BossHp != 0) { hash ^= BossHp.GetHashCode(); } if (Target != 0) { hash ^= Target.GetHashCode(); } return(hash); }
// Start is called before the first frame update void Start() { Transform transform = this.gameObject.GetComponent <Transform>(); Vector2 pos = transform.position; pos.x = transform.position.x; pos.y = transform.position.y; action = MoveAction.Normal; Xswitch = false; Yswitch = false; BattleSwitch1 = false; BattleSwitch2 = false; movpoi1 = new Vector2(20, 0); movpoi2 = new Vector2(20, 5); movpoi3 = new Vector2(-20, 5); movpoi4 = new Vector2(-20, -5); movpoi5 = new Vector2(20, -5); movpoi6 = new Vector2(13, 0); Lesson = 1; hp = gameObject.GetComponent <BossHp>(); }
void Start() { hp = gameObject.GetComponent <BossHp>(); EffectFlag = false; }
IEnumerator BossFight() { //playerController.destroy = true; //Destroy(platforma); //ChangeButtons(); Vector3 spawnPositionBoss = new Vector3(0f, spawnPositiony, 0f); GameObject bossObject = Instantiate(boss, spawnPositionBoss, Quaternion.identity) as GameObject; BossHp bossHp = bossObject.GetComponent <BossHp>(); Quaternion spawnRotation = Quaternion.Euler(180, 180, 180); yield return(new WaitForSeconds(levelWait * 3)); do { CheckGameOver(); if (bossHp.hpBoss <= 120 && bossHp.hpBoss > 90) { for (int i = 0; i < 5; i++) { spawnPositionBoss = bossObject.transform.position; int type = UnityEngine.Random.Range(0, hazards.Length - 1); GameObject hazard = hazards[type]; enemyInCircle = hazard.GetComponent <EnemyInCircle>(); enemyInCircle.enabled = true; Instantiate(hazard, spawnPositionBoss, spawnRotation); yield return(new WaitForSeconds(0.3f)); } bossHp.ChangeImage(); bossHp.moved = false; while (!bossHp.moved) { yield return(new WaitForSeconds(0.0000001f)); } if (gameOver) { UpdateScore(count); } yield return(new WaitForSeconds(waveWait)); } else if (bossHp.hpBoss <= 90 && bossHp.hpBoss > 60) { for (int i = 0; i < 5; i++) { spawnPositionBoss = bossObject.transform.position; int type = UnityEngine.Random.Range(0, hazards.Length - 1); GameObject hazard = hazards[type]; enemyInCircle = hazard.GetComponent <EnemyInCircle>(); enemyInCircle.enabled = true; enemyInCircle.onPlayer = true; Instantiate(hazard, spawnPositionBoss, spawnRotation); yield return(new WaitForSeconds(0.3f)); } bossHp.ChangeImage(); bossHp.moved = false; while (!bossHp.moved) // && animation running { yield return(new WaitForSeconds(0.0000001f)); } if (gameOver) { UpdateScore(count); } yield return(new WaitForSeconds(waveWait)); } else if (bossHp.hpBoss <= 60 && bossHp.hpBoss > 30) { for (int i = 0; i < 5; i++) { spawnPositionBoss = bossObject.transform.position; int type = UnityEngine.Random.Range(0, hazards.Length - 1); GameObject hazard = hazards[type]; enemyInCircle = hazard.GetComponent <EnemyInCircle>(); enemyInCircle.enabled = false; mover = hazard.GetComponent <Mover>(); mover.rotateToPlayer = true; Instantiate(hazard, spawnPositionBoss, spawnRotation); yield return(new WaitForSeconds(spawnWait)); } bossHp.ChangeImage(); bossHp.moved = false; while (!bossHp.moved) // && animation running { yield return(new WaitForSeconds(0.0000001f)); } if (gameOver) { UpdateScore(count); } yield return(new WaitForSeconds(waveWait)); } else if (bossHp.hpBoss <= 30) { for (int i = 0; i < 5; i++) { spawnPositionBoss = bossObject.transform.position; int type = UnityEngine.Random.Range(0, hazards.Length - 1); GameObject hazard = hazards[type]; enemyInCircle = hazard.GetComponent <EnemyInCircle>(); enemyInCircle.enabled = true; enemyInCircle.onPlayer = false; mover = hazard.GetComponent <Mover>(); mover.rotateToPlayer = false; Instantiate(hazard, spawnPositionBoss, spawnRotation); yield return(new WaitForSeconds(0.3f)); } for (int i = 0; i < 5; i++) { int type = UnityEngine.Random.Range(0, hazards.Length - 1); GameObject hazard = hazards[type]; enemyInCircle = hazard.GetComponent <EnemyInCircle>(); enemyInCircle.enabled = true; enemyInCircle.onPlayer = true; Instantiate(hazard, spawnPositionBoss, spawnRotation); yield return(new WaitForSeconds(0.3f)); } for (int i = 0; i < 5; i++) { int type = UnityEngine.Random.Range(0, hazards.Length - 1); GameObject hazard = hazards[type]; enemyInCircle = hazard.GetComponent <EnemyInCircle>(); enemyInCircle.enabled = false; mover = hazard.GetComponent <Mover>(); mover.rotateToPlayer = true; Instantiate(hazard, spawnPositionBoss, spawnRotation); yield return(new WaitForSeconds(spawnWait)); } bossHp.ChangeImage(); bossHp.moved = false; while (!bossHp.moved) { yield return(new WaitForSeconds(0.0000001f)); } if (gameOver) { UpdateScore(count); } yield return(new WaitForSeconds(waveWait)); } } while (!end); playerControllerV2.boxCollider2d.enabled = false; spawnRotation = Quaternion.Euler(0, 0, 270); PrepareGame(); highScore = 51; UpdateScore(highScore); gameManagerScript.Save(); for (int i = 0; i < hazards.Length - 1; i++) { GameObject hazard = hazards[i]; spawnPositionBoss = new Vector2(UnityEngine.Random.Range(-3, 3), 0); GameObject enemy = Instantiate(hazard, spawnPositionBoss, spawnRotation) as GameObject; yield return(new WaitForSeconds(spawnWait)); } bossHp.destroyBoss = true; SceneManager.LoadScene("End"); }
void Start() { bossHp = GetComponent <BossHp>(); }