// Start is called before the first frame update
 void Start()
 {
     currentHP = health;
     this.GetComponent <NavMeshAgent>().speed = speed;
     player  = FindObjectOfType <Character_Control>();
     spawner = FindObjectOfType <Spawn_Controller>();
 }
Beispiel #2
0
    void Start()
    {
        SoundManager.instance.Play(24);

        Destroy(this.gameObject, destroy_time);
        thisparent = this.gameObject.transform.parent;

        movespeed_temp = movespeed;

        if (thisparent != null)
        {
            _character = thisparent.gameObject.GetComponent <Character_Control>();
            dir.x      = thisparent.transform.position.x - SkillManager.instance.mouse_pos.x;
            dir.y      = thisparent.transform.position.y - SkillManager.instance.mouse_pos.y;
            dir.Normalize();

            _character.RunningStop();
            _character._animator.SetFloat("DirX", -dir.x);
            _character._animator.SetFloat("DirY", -dir.y);

            trail_temp = Instantiate(trail, thisparent.transform);
        }
        else
        {
            trail_temp = Instantiate(trail, GameManage.instance.Character_other[777 + (int)this.transform.position.z].transform);
        }
    }
Beispiel #3
0
    void Start()
    {
        SoundManager.instance.Play(4);

        Destroy(this.gameObject, 0.6f);
        StartCoroutine(DeleteCollider()); //바로 collider 삭제

        thisparent = this.gameObject.transform.parent;
        if (thisparent != null)
        {
            this.gameObject.transform.SetParent(thisparent.parent);
            dir.x = thisparent.transform.position.x - SkillManager.instance.mouse_pos.x;
            dir.y = thisparent.transform.position.y - SkillManager.instance.mouse_pos.y;
            dir.Normalize();
            this.transform.Translate(-dir * 2);
            temp       = BossStatus.instance.BuffAmount(0);
            temp       = temp * 0.5f + 1; //버프 중첩 많이 할수록 쌤
            _character = thisparent.gameObject.GetComponent <Character_Control>();
            _character.RunningStop();
            _character._animator.SetFloat("DirX", -dir.x);
            _character._animator.SetFloat("DirY", -dir.y);
            StartCoroutine(Delay());
        }
        else
        {
            dir.x = this.transform.position.x - NetworkManager.instance.Skill_pos[777 + (int)this.transform.position.z].x;
            dir.y = this.transform.position.y - NetworkManager.instance.Skill_pos[777 + (int)this.transform.position.z].y;
            dir.Normalize();
            this.transform.Translate(-dir * 2);
        }
    }
 void Start()
 {
     player           = GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody>();
     characterControl = player.gameObject.GetComponent <Character_Control>();
 }