Beispiel #1
0
    private float[] enemysDis;               // 距離陣列 : 存放所有敵人的距離


    private void Start()
    {
        rig            = GetComponent <Rigidbody2D>();
        ani            = GetComponent <Animator>();
        hpValueManager = GetComponentInChildren <HpValueManager>(); // 取得子物件元件
        hp             = data.hpMax;                                //將Hp獨立儲存
    }
Beispiel #2
0
    private Vector3 posBullet;                    // 子彈座標

    private void Start()
    {
        instance       = this;
        rig            = GetComponent <Rigidbody2D>();
        ani            = GetComponent <Animator>();                   // 動畫控制器 = 取得文件<動畫控制器>()
        hpValueManager = GetComponentInChildren <HpValueManager>();   // 取得子物件元件
        // Physics2D.IgnoreLayerCollision(8, 10);
        Physics2D.IgnoreLayerCollision(9, 12);
    }
Beispiel #3
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    private HpValueManager hpValueManager;   // 血條數值管理器

    private void Start()
    {
        hp             = data.hpMax;
        ani            = GetComponent <Animator>();
        target         = GameObject.Find("玩家").transform;           // 目標 = 尋找
        hpValueManager = GetComponentInChildren <HpValueManager>(); // 取得子物件元件
        rig            = GetComponent <Rigidbody2D>();
        Physics2D.IgnoreLayerCollision(8, 8);
        Physics2D.IgnoreLayerCollision(8, 11);
    }
Beispiel #4
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    private float hp;                       // 每一隻怪物獨立

    private void Start()
    {
        ani                    = GetComponent <Animator>();
        agent                  = GetComponent <NavMeshAgent>();
        agent.speed            = data.speed;
        agent.stoppingDistance = data.stopDistance;
        hp = data.hp;

        target       = GameObject.Find("玩家").transform;
        hpDamManager = GetComponentInChildren <HpValueManager>();            // 取得子物件的元件 (僅限於子物件內只有一個)
    }
Beispiel #5
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    private void Start()
    {
        rig = GetComponent <Rigidbody>();
        ani = GetComponent <Animator>();
        js  = GameObject.Find("虛擬搖桿").GetComponent <FixedJoystick>();

        target = GameObject.Find("目標").transform;

        levelManager   = FindObjectOfType <LevelMananger>(); // 透過類型尋找物件 ( 場景上只有一個 )
        hpvaluemanager = GetComponentInChildren <HpValueManager>();
    }
Beispiel #6
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    private HpValueManager hpvalueManager;   // 血條數值管理器


    private void Start()
    {
        ani                  = GetComponent <Animator>();
        nav                  = GetComponent <NavMeshAgent>();
        nav.speed            = data.speed;      // 調整 代理器.速度
        nav.stoppingDistance = data.stopDistance;
        hp = data.hp;

        hpvalueManager = GetComponentInChildren <HpValueManager>();         // 取得子物件元件
        tra            = GameObject.Find("Fox").GetComponent <Transform>(); // 取得玩家變形
    }
Beispiel #7
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    private HpValueManager hpValueManager;      // 血條數值管理器

    private void Start()
    {
        ani                  = GetComponent <Animator>();
        nav                  = GetComponent <NavMeshAgent>();
        nav.speed            = data.speed;              // 調整 代理器.速度
        nav.stoppingDistance = data.stopDistance;
        hp = data.hp;

        target         = GameObject.Find("鼠王").transform;           // 目標 = 尋找
        hpValueManager = GetComponentInChildren <HpValueManager>(); // 取得子物件元件
    }
Beispiel #8
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    private float[] enemysDis;              // 距離陣列:存放所有敵人的距離
    #endregion

    #region 事件
    private void Start()
    {
        rig      = GetComponent <Rigidbody>();
        ani      = GetComponent <Animator>(); // 動畫控制器 = 取得元件<動畫控制器>()
        joystick = GameObject.Find("虛擬搖桿").GetComponent <FixedJoystick>();

        //target = GameObject.Find("目標").GetComponent<Transform>();
        target = GameObject.Find("目標").transform;

        levelManager   = FindObjectOfType <LevelManager>();             // 透過類行尋找物件 (場景上只有一個)
        hpValueManager = GetComponentInChildren <HpValueManager>();     // 取得子物件元件
    }
Beispiel #9
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    private float[] enemysDistance;         // 儲存所有敵人距離陣列

    private void Start()
    {
        rig      = GetComponent <Rigidbody>();                           // 取得元件<泛型>() (取得相同屬性面板)
        ani      = GetComponent <Animator>();
        joystick = GameObject.Find("虛擬搖桿").GetComponent <Joystick>();    // 遊戲物件.尋找("物件名稱").取得元件<泛型>()

        // target = GameObject.Find("目標").GetComponent<Transform>();       // 原本寫法
        target = GameObject.Find("目標").transform;                          // 簡寫 - GetComponent<Transform>() 可以直接寫成 transform
        //levelManager = GameObject.Find("遊戲管理器").GetComponent<LevelManager>();
        levelManager = FindObjectOfType <LevelManager>();                  // 僅限於一個
        hpDamManager = GetComponentInChildren <HpValueManager>();          // 取得子物件的元件 (僅限於子物件內只有一個)
    }
Beispiel #10
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    private void Start()
    {
        ani = GetComponent <Animator>();
        nav = GetComponent <NavMeshAgent>();

        nav.speed            = data.speed;
        nav.stoppingDistance = data.stopDistance;

        hp = data.hp;

        target         = GameObject.Find("機器人").transform;
        hpvaluemanager = GetComponentInChildren <HpValueManager>();
    }
Beispiel #11
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 // Start is called before the first frame update
 void Start()
 {
     hpValueManager = GetComponentInChildren <HpValueManager>();    // 取得子物件元件
 }