// Use this for initialization void Start() { map = GameObject.FindGameObjectWithTag("Map").GetComponent<Map>(); animator = GetComponent<Animator>(); gridMove = GetComponent<GridMove>(); weapon = GetComponent<Weapon>(); }
// Start is called before the first frame update void Start() { gridMove = GetComponent <GridMove>(); controls = new Controls(); controls.Player.SetCallbacks(this); controls.Player.Enable(); }
public void Start() { InitPos.x = transform.position.x; InitPos.y = transform.position.y; nameOfThisGameObject = transform.name; gridmove = GameObject.FindGameObjectWithTag("Character").GetComponent <GridMove> (); }
GridPosition GetMove(GridPosition from, GridPosition to) { HashSet <GridPosition> visited = new HashSet <GridPosition>(); Queue <GridMove> moves = new Queue <GridMove>(); visited.Add(from); AddBaseMove(moves, new GridPosition(from.x + 1, from.y), visited); AddBaseMove(moves, new GridPosition(from.x - 1, from.y), visited); AddBaseMove(moves, new GridPosition(from.x, from.y + 1), visited); AddBaseMove(moves, new GridPosition(from.x, from.y - 1), visited); while (moves.Count > 0) { GridMove current = moves.Dequeue(); visited.Add(current.endPoint); if (current.endPoint == to) { // since we're exploring in breadth-first order, the path we find first is the best possible. return(current.firstStep); } AddMove(moves, current.firstStep, new GridPosition(current.endPoint.x + 1, current.endPoint.y), visited); AddMove(moves, current.firstStep, new GridPosition(current.endPoint.x - 1, current.endPoint.y), visited); AddMove(moves, current.firstStep, new GridPosition(current.endPoint.x, current.endPoint.y + 1), visited); AddMove(moves, current.firstStep, new GridPosition(current.endPoint.x, current.endPoint.y - 1), visited); } // if we failed to find a path, I have no idea what's happening... give up? Signal this failure somehow? return(from); }
// Use this for initialization void Start() { gridMove = GetComponent <GridMove>(); animator = GetComponent <Animator>(); gameController = GameObject.FindGameObjectWithTag("GameController"); player = GameObject.FindGameObjectWithTag("Player").transform; }
void Awake() { // 사용할 Object를 캐시. m_grid_move = GetComponent <GridMove>(); m_gameCtrl = FindObjectOfType(typeof(GameCtrl)) as GameCtrl; m_weapon = GetComponent <Weapon>(); m_map = FindObjectOfType(typeof(Map)) as Map; m_gameCtrl.AddObjectToList(gameObject); m_audio_channels = FindObjectOfType(typeof(AudioChannels)) as AudioChannels; }
// Use this for initialization void Awake() { m_grid_move = GetComponent <GridMove>(); m_gameCtrl = FindObjectOfType(typeof(GameCtrl)) as GameCtrl; m_gameCtrl.AddObjectToList(gameObject); m_audio = FindObjectOfType(typeof(AudioChannels)) as AudioChannels; m_animator = GetComponent <Animator>(); if (m_animator == null) { Debug.LogError("Can't find Animator component."); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag.Equals("Player")) { Debug.Log("Player Died"); Animator anim = GetComponent <Animator>(); this.gameObject.GetComponent <Renderer>().enabled = true; GridMove player = col.gameObject.GetComponent <GridMove>(); anim.transform.position = player.getObjectivePosition(); anim.transform.rotation = col.gameObject.transform.rotation; anim_wall.SetBool("DeathWall", true); col.gameObject.GetComponent <GridMove>().setIsDead(true); col.gameObject.GetComponent <SpriteRenderer>().enabled = false; col.gameObject.GetComponent <PlayerDeath>().Kill(1, GameManager.deathTypes.Spikes); //Instantiate(spikes,this.transform.position,this.transform.rotation); } }
// Use this for initialization void Start() { m_grid_move = GetComponent<GridMove> (); }
private void Start() { gridMove = GetComponent <GridMove>(); }