Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        neut            = 0;
        occu            = true;
        baseManager     = GameObject.Find("BaseManager").GetComponent <BaseManager>();
        unitCreateStart = GameObject.Find("GameSystem").GetComponent <UnitCreateStart>();
        point           = GameObject.Find("GameSystem").GetComponent <PointCont>();
        circle          = GetComponent <CircleCollider2D>();

        renderers = new SpriteRenderer[10];
        int i = 0;

        foreach (Transform child in transform)
        {
            renderers[i] = child.gameObject.GetComponent <SpriteRenderer>();
            if (renderers != null)
            {
                i++;
            }
        }
        damageSprite = renderers[3];
        //damageSprite.enabled = false;

        playerbase = GameObject.Find("PlayerBase");

        slider.maxValue = BaseHP;
    }
Beispiel #2
0
    //private Rigidbody2D rb;

    // Use this for initialization
    void Start()
    {
        canMove = true;

        playerBase = GameObject.Find("PlayerBase");
        enemyBase  = GameObject.Find("EnemyBase");
        Neutral1   = GameObject.Find("NeutralBase1");
        Neutral2   = GameObject.Find("NeutralBase2");

        base1           = Neutral1.GetComponent <BaseStatus>();
        base2           = Neutral2.GetComponent <BaseStatus>();
        baseManager     = GameObject.Find("BaseManager").GetComponent <BaseManager>();
        unitCreateStart = GameObject.Find("GameSystem").GetComponent <UnitCreateStart>();

        rot   = true;
        rotP  = false;
        rotN1 = true;
        rotN2 = true;

        modenum = 1;
        if (gameObject.tag == "WizardUnit")
        {
            magicModeChange = GetComponent <MagicModeChange>();
            StartCoroutine("modechange");
        }
        else
        {
            magicModeChange = null;
        }
    }