Beispiel #1
0
        /* Functions */

        private void Awake()
        {
            mRandomMultiSoundAction = this.GetComponent <JCS_SoundPoolAction>();

            // assign default spawn point
            if (mSpawnPoint == null)
            {
                mSpawnPoint = this.transform;
            }

            // try to get the ability format it own
            if (mAbilityFormat == null)
            {
                this.mAbilityFormat = this.GetComponent <JCS_AbilityFormat>();
            }

            // try to get the detect area action it own
            if (mDetectAreaAction == null)
            {
                this.mDetectAreaAction = this.GetComponent <JCS_DetectAreaAction>();
            }

            // try to get the player
            if (mPlayer == null)
            {
                this.mPlayer = this.GetComponent <JCS_2DSideScrollerPlayer>();
            }
        }
        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            // try to get the ability format from this object.
            mAbilityFormat = this.GetComponent <JCS_AbilityFormat>();

            mLiveObject = this.GetComponent <JCS_2DLiveObject>();

            mLiveObjectList = new List <JCS_2DLiveObject>();
        }
Beispiel #3
0
        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            mShootAction = this.GetComponent <JCS_ShootAction>();

            // override the shoot effect in the base one.
            mShootAction.OverrideShoot = true;

            mThread             = new JCS_Vector <int>();
            mTimers             = new JCS_Vector <float>();
            mShootCount         = new JCS_Vector <int>();
            mShootCounter       = new JCS_Vector <int>();
            mShootPos           = new JCS_Vector <Vector3>();
            mTargetsPerSequence = new JCS_Vector <Transform>();
            mShootDirection     = new JCS_Vector <bool>();

            // try to get the ability format.
            if (mAbilityFormat == null)
            {
                mAbilityFormat = this.GetComponent <JCS_AbilityFormat>();
            }
        }
Beispiel #4
0
        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            // try to get it own transform's componenet.
            if (mAbilityFormat == null)
            {
                mAbilityFormat = this.GetComponent <JCS_AbilityFormat>();
            }

            if (mAttackRange != null)
            {
                // range must be trigger
                mAttackRange.isTrigger = true;

                // disable the trigger
                EndAttack();

                // set defualt attack animation spawn transform.
                if (mAtkAnimSpawnTrans == null)
                {
                    // defualt as the collider's transform.
                    mAtkAnimSpawnTrans = mAttackRange.transform;
                }
            }

            // try to get the action from the attack range.
            if (mApplyDamageTextAction == null)
            {
                this.mApplyDamageTextAction = this.GetComponentInChildren <JCS_ApplyDamageTextToLiveObjectAction>();
            }


            if (mSoundPlayer == null)
            {
                this.mSoundPlayer = this.GetComponent <JCS_SoundPlayer>();
            }

            // record down the time
            mRecordTimeToAttackTime = mTimeToActTime;
            mRecordActTime          = mActTime;
        }
Beispiel #5
0
        /* Functions */

        protected override void Awake()
        {
            base.Awake();

            this.mSpriteRenderer = this.GetComponent <SpriteRenderer>();
            this.m2DAnimator     = this.GetComponent <JCS_2DAnimator>();

            // try to get this component in this transform.
            if (mVelocityInfo == null)
            {
                mVelocityInfo = this.GetComponent <JCS_VelocityInfo>();
            }
            if (mAbilityFormat == null)
            {
                mAbilityFormat = this.GetComponent <JCS_AbilityFormat>();
            }
            if (mAttackRecorder == null)
            {
                mAttackRecorder = this.GetComponent <JCS_AttackerRecorder>();
            }

            // auto detect to see if this gameobject player or not.
            JCS_Player p = this.GetComponent <JCS_Player>();

            // if found it return true!
            if (p != null)
            {
                mIsPlayer = true;
            }
            else
            {
                mIsPlayer = false;
            }

            // set hp the same
            mPreCalHP = HP;
        }