Beispiel #1
0
 private void Awake()
 {
     _Instance  = this;
     PlayerType = Mng.I.SelectedType;
     bMobileOn  = true;
     if (PlayerType.Equals(PLAYERTYPE.RAT))
     {
         Instantiate(PlayerGams[0], GameTr.position, Quaternion.Euler(new Vector3(0.0f, 0.0f, 0.0f))).transform.parent = GameTr;
         PlayerSc = GameObject.Find("Rat(Clone)").GetComponent <Player>();
         CharActiveBtn.image.sprite = CharActiveSkillSp[0];
     }
     else if (PlayerType.Equals(PLAYERTYPE.TURTLE))
     {
         Instantiate(PlayerGams[1], GameTr.position, Quaternion.Euler(new Vector3(0.0f, 0.0f, 0.0f))).transform.parent = GameTr;
         PlayerSc = GameObject.Find("Turtle(Clone)").GetComponent <Player>();
         CharActiveBtn.image.sprite = CharActiveSkillSp[1];
     }
     else if (PlayerType.Equals(PLAYERTYPE.WOLF))
     {
         Instantiate(PlayerGams[2], GameTr.position, Quaternion.Euler(new Vector3(0.0f, 0.0f, 0.0f))).transform.parent = GameTr;
         PlayerSc = GameObject.Find("Wolf(Clone)").GetComponent <Player>();
         CharActiveBtn.image.sprite = CharActiveSkillSp[2];
     }
     nMonCount = 0;
 }
Beispiel #2
0
 void Init(PLAYERTYPE type)
 {
     if (Mng.I.bSelected)
     {
         Mng.I.bSelected = false;
         PlayerAnime.runtimeAnimatorController = ani[(int)type];
     }
 }
Beispiel #3
0
 public void Debuffs(PLAYERTYPE Type)
 {
     switch (Type)
     {
     case PLAYERTYPE.RAT:
         nDotCount = 10;
         StartCoroutine(DotDmg());
         break;
     }
 }
Beispiel #4
0
 void PlayerSelectInit(PLAYERTYPE type)
 {
     Mng.I.SelectedType = type;
     CharSelectedPopupGams.SetActive(false);
     Mng.I.PortraitImg.gameObject.SetActive(true);
     JoystickGams.SetActive(true);
     Mng.I.PortraitImg.sprite = Mng.I.PortraitSp[(int)type];
     Mng.I.bSelected          = true;
     for (int i = 0; i < 3; i++)
     {
         if (i.Equals((int)type))
         {
             CharIdleGams[i].SetActive(false);
             continue;
         }
         CharIdleGams[i].SetActive(true);
     }
 }
 void NextStageStopPlayer(PLAYERTYPE type)
 {
     StartCoroutine(SGameMng.I.PlayerSc.DoorToNextStage());
 }
Beispiel #6
0
 void CmdSetType(PLAYERTYPE type)
 {
     PlayerType = type;
 }