// !-- END OF VARIABLES FOR COUNTER --! \\ // Start is called before the first frame update void Start() { _pauseMenu = GameObject.FindObjectOfType <PauseMenu>(); _betterJump = GameObject.FindObjectOfType <BetterJump>(); playerRb = GetComponent <Rigidbody>(); playerAnimator = GameObject.Find("PlayerCharacter").GetComponent <Animator>(); // assign start values countObstacleJump_i = 0; countPlayerJumps_i = 0; playerHp_i = 3; meterWalked_i = 0; timeToInt_f = Time.deltaTime; realMeterWalked_i = 0; playerHpCollected_i = 0; countObstacleHit_i = 0; currentScore_i = 0; // get highest score highestScore_i = PlayerPrefs.GetInt("HighestScore", 0); playerAnimator.SetBool("isDead_b", false); // start game sound backgroundSound.Play(); // Initial start of day-night rhythm ChangeSkyBoxDay(); }
/// <summary> /// 初始化 /// </summary> /// <param name="rb"></param> /// <param name="animScript"></param> public void Init(Rigidbody2D rb, AnimScript animScript, Collion coll, BetterJump betterJump) { this.rb = rb; this.animScript = animScript; this.coll = coll; this.betterJump = betterJump; ResetFunction(); }
// Start is called before the first frame update void Start() { sr = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); bt = GetComponent <BetterJump>(); rb.freezeRotation = true; }
// Start is called before the first frame update void Start() { pm = GetComponent <PlayerMovement>(); pj = GetComponent <PlayerJump>(); bj = GetComponent <BetterJump>(); rb = GetComponent <Rigidbody2D>(); sa = GetComponent <SwordAttacking>(); }
// Start is called before the first frame update void Awake() { _betterJump = GetComponent <BetterJump>(); _spriteRenderer = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); collision = GetComponent <GroundWallCheck>(); anim = GetComponent <Animator>(); }
void Start() { sr = GetComponent <SpriteRenderer> (); rb = GetComponent <Rigidbody2D> (); bt = GetComponent <BetterJump> (); anim = GetComponent <Animator>(); colli = GetComponent <Collider2D>(); rb.freezeRotation = true; }
void Start() { sr = GetComponent <SpriteRenderer> (); rb = GetComponent <Rigidbody2D> (); bt = GetComponent <BetterJump> (); rb.freezeRotation = true; initalPoint = transform.position; }
void Awake() { _target = transform.position; _rb = GetComponent <Rigidbody2D>(); _betterJumpScript = GetComponent <BetterJump>(); _movementController = GetComponent <MovementController>(); _boxCollider2D = GetComponent <BoxCollider2D>(); _lastFinishTime = Time.time; }
// Use this for initialization void Awake() { playerRigidBody = GetComponent <Rigidbody2D> (); action = new AMovement(); bj = GetComponent <BetterJump> (); player = GetComponent <Player> (); CurrentSpeed = MoveSpeed; vel = knockBackVelocity; }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); polygonCollider2D = GetComponent <PolygonCollider2D>(); startPosition = transform.position; remainingDashes = maxNumDashes; remainingDownDashes = maxNumDownDashes; betterJumpScript = GetComponent <BetterJump>(); }
// Start is called before the first frame update void Start() { wallJumpRequest = false; rb = GetComponent <Rigidbody2D>(); pm = GetComponent <PlayerMovement>(); pj = GetComponent <PlayerJump>(); bj = GetComponent <BetterJump>(); walling = GetComponent <Walling>(); }
void Start() { Current.gameObject.SetActive(true); bJump = GetComponent <BetterJump>(); pMovement = GetComponent <PlayerMovement>(); PlayerSprite = GetComponent <SpriteRenderer>(); PlayerSprite.color = Current.BaseColor; anim = GetComponent <Animator>(); anim.runtimeAnimatorController = Current.anim; }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); playerController = GetComponent <PlayerController>(); rigidbody2D = GetComponent <Rigidbody2D>(); collider2D = GetComponent <BoxCollider2D>(); animator = GetComponent <Animator>(); betterJump = GetComponent <BetterJump>(); weapon = GetComponent <Weapon>(); if (File.Exists(Application.persistentDataPath + @"\saveFile.bin")) { saveManager = FindObjectOfType <SaveManager>(); transform.position = new Vector3(saveManager.saveInfo.playerPosition[0] + 10, saveManager.saveInfo.playerPosition[1], saveManager.saveInfo.playerPosition[2]); } }
private void Awake() { colls = GetComponent <Collisions>(); rb = GetComponent <Rigidbody2D>(); jumpContorller = GetComponent <BetterJump>(); animator = GetComponentInChildren <Animator>(); movement = GetComponent <Move>(); wallhitbox = GetComponentInChildren <WallHitbox>(); colls.playerListenOnHeadChannelCallBack = (fire) => { if (rb.velocity.y > 0) { //把重力去掉 或者 给一个向上的速度 Debug.Log("playerListenOnHeadChannelCallBack"); rb.velocity = new Vector2(rb.velocity.x, verticalHelperSpeed);//用固定速度是因为要做动画的话同样的位移[升高距离,速度应该一样,也更符合人翻墙的统一速度] //执行动画 animator.SetTrigger("IsPropup"); //并且关闭canDoubleJump jumpContorller.canDoubleJumped = false; Instantiate((GameObject)Resources.Load("Prefabs/JumpParticle"), transform.position, Quaternion.identity); } }; }