void Start() { rigid = GetComponent <Rigidbody>(); render = GetComponentInChildren <Renderer>(); animator = GetComponentInChildren <Animator>(); render.material.color = Color.red; colorCurrent = TransColor.Red; particleRed.gameObject.SetActive(true); particleGreen.gameObject.SetActive(false); particleDie.Stop(); isAlive = true; }
float StartSpeed; //初始速度 private void Awake() { rigid = GetComponent <Rigidbody>(); render = GetComponentInChildren <Renderer>();//因为Randerer组件在Player的子节点上,所以使用获取孩子 ani = GetComponentInChildren <Animator>(); render.material.color = Color.red;//人物默认颜色变为红色 colorCurrent = TransColor.Red; particleRed.gameObject.SetActive(true); //播放红色尾气动画 particleGreen.gameObject.SetActive(false); //停止播放绿色尾气动画 particleDie.Stop(); //死亡动画初始为停止 isAlive = true; StartSpeed = speed; }
public void ChangeColor()//人物变色 { if (!isAlive) { return; } if (colorCurrent == TransColor.Green) { colorCurrent = TransColor.Red; render.material.color = Color.red; } else if (colorCurrent == TransColor.Red) { colorCurrent = TransColor.Green; render.material.color = Color.green; } SwitchDustWithState(); ani.SetTrigger("ChangeColor"); AudioSource.PlayClipAtPoint(transClip, transform.position); }
public override void WriteToXml(XmlDocument xmlDoc, XmlElement xmlElement) { base.WriteToXml(xmlDoc, xmlElement); xmlElement.SetAttribute("Path", Path); xmlElement.SetAttribute("TransColor", TransColor.ToArgb().ToString()); }