void Start() { opImg = this.GetComponent <Image>(); uCC = GameObject.Find("unitychan").GetComponent <UnityChanController>(); vOICEController = GameObject.Find("VOICE").GetComponent <VOICEController>(); sceneAnimation = GameObject.Find("GameSceneTimeline").GetComponent <PlayableDirector>(); }
void Awake() { _simpleAnimation = GetComponent <SimpleAnimation>(); _controller = GetComponent <UnityChanController>(); _animationFsm = StateMachine <AnimState> .Initialize(this); }
// Use this for initialization void Start() { //Unityちゃんのオブジェクトを取得 this.unitychan = GameObject.Find("unitychan"); framecount = 0; ucc = unitychan.GetComponent <UnityChanController>(); }
// Use this for initialization void Start() { StartCoroutine("CreateCoroutine"); timeElapsed = 0.0f; isGenerating = true; unitychan = GameObject.Find("unitychan"); unitychanController = unitychan.GetComponent <UnityChanController>(); }
// Use this for initialization void Start() { startPos = -160; this.unityChan = GameObject.Find("unitychan"); UCC = unityChan.GetComponent <UnityChanController>(); //一定の距離ごとにアイテムを生成 for (int i = startPos; i <= startPos + 45; i += 15) { CreateItems(i); } }
//課題:不要になったアイテムを順次破棄する //unityちゃんが通り過ぎて画面外に出たアイテムを直ちに破棄するためunityちゃんの位置を取得して //生成されたオブジェクトは配列にいれ、通り過ぎたものから順次破棄していく。 void Start() { //別のスクリプトから変数を読み出す this.unitychan = GameObject.Find("unitychan"); unitychancontroller = unitychan.GetComponent <UnityChanController>(); //スタート時に50間隔にダミーのrunPointを配置。このPointを通過するたびに前方に障害物を追加する for (int i = 0; i < goalPos; i += 50) { GameObject runPoint = Instantiate(runPointPrefab); runPoint.transform.position = new Vector3(0, runPoint.transform.position.y, i); } }
// Use this for initialization void Start() { //Unityちゃんのオブジェクトを取得 this.unitychan = GameObject.Find("unitychan"); //UnityChanControllerスクリプトを取得 myUnityChanController = this.unitychan.GetComponent <UnityChanController>(); //ゲーム終了の判定 myUnityChanController.isEnd = false; //リセット地点にスタート地点を代入 nowPos = startPos; }
// Use this for initialization void Start() { target = GameObject.Find("unitychan").transform; EnemyHPSlider = GameObject.Find("EnemyHPSlider").GetComponent <Slider>(); EnemyHPSlider.maxValue = enemyHP; EnemyHPSlider.value = enemyHP; EnemyHPSlider.gameObject.SetActive(false); unitychan = GameObject.Find("unitychan"); unitychanController = unitychan.GetComponent <UnityChanController>(); }
public void OnStart(UnityChanController unityChan) { HumanCreator(); }
void Awake() { _animator = GetComponent <Animator>(); _controller = GetComponent <UnityChanController>(); _shootTimer = _shootAnimationTime; }
public void OnStart() { i = this; rb = GetComponent <Rigidbody>(); animator.SetBool("Run", false); }
// Use this for initialization void Start() { unityController = GameObject.Find("SDUnityChan").GetComponent<UnityChanController>(); minotaur = GameObject.Find("Minotaur").GetComponent<Minotaur>(); }