Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        m_firstTimeFlipping = true;

        m_valkyrieCharacterController = GetComponent <CharacterController>();
        m_gameController = GameController.Instance;
        m_playerIndex    = transform.parent.GetComponent <PlayerData>().m_PlayerIndex;
        m_player         = GetComponent <Rigidbody>();
        m_boundaryHolder = GameController.Instance.boundaryHolder;
        m_bodySprite     = transform.Find("body_sprite").GetComponent <SpriteRenderer>();
        m_playerSize     = m_bodySprite.bounds.size;

        //wing animator
        m_wingAnimatorNonFlipped = m_wingsNonFlipped.GetComponent <Animator>();
        m_wingAnimatorFlipped    = m_wingsFlipped.GetComponent <Animator>();

        //assign the valkyries body animator controller based on player index
        m_bodyAnimator = transform.Find("body_sprite").GetComponent <Animator>();
        m_bodyAnimator.runtimeAnimatorController = Resources.Load("Valkyrie_P" + m_playerIndex.ToString()) as RuntimeAnimatorController;

        // Set Idle animation state
        isIdle      = true;
        m_thisScale = transform.localScale.x;

        StartCoroutine("ContiniouslyEvaluateScore");
        StartCoroutine("ContinouslySetBoundaries");

        m_valkyrieCollisionSize = GetComponent <BoxCollider>().bounds.extents;
    }
Ejemplo n.º 2
0
    //public Collider m_meshCollider;


    // Use this for initialization
    void Awake()
    {
        m_rigidBody = GetComponent <Rigidbody>();
        m_collider  = GetComponent <Collider>();
        EnableRagdoll();
        m_gameController = GameController.Instance;

        m_platformLayer = LayerMask.GetMask("Platform");
        m_scoreManager  = m_gameController.m_scoreManager;

        m_boundaryHolder = GameController.Instance.boundaryHolder;
        m_projectileSize = GetComponent <SpriteRenderer>().bounds.extents;
        StartCoroutine(LateAwake());
        StartCoroutine("ContinouslySetBoundaries");
    }
Ejemplo n.º 3
0
    void Start()
    {
        m_currentHealth = m_startHealth;
        m_hpBelowHalf.SetActive(false);
        m_hpThreeHitLeft.SetActive(false);
        m_BallSprite_Full.SetActive(true);
        m_BallSprite_Half.SetActive(false);
        m_BallSprite_ThreeLeft.SetActive(false);

        //Calculation for making the ball stay within camera view.
        m_boundaryHolder = GameController.Instance.boundaryHolder;
        m_ballSize       = transform.Find("BallHP_Full").GetComponent <SpriteRenderer>().bounds.extents;
        //;GetComponent<BouncingBall>().GetComponent<SpriteRenderer>().bounds.extents;
        m_axeDamage = 10;
        //(GetComponent<ProjectileBehaviour>().m_projectileDamage);

        Vector3 m_currentVelocity = rb.velocity;

        //rb.AddForce(m_XBounceSpeed, m_YBounceSpeed, 0 * Time.deltaTime);

        //StartCoroutine(Pause());
    }
Ejemplo n.º 4
0
    // Use this for initialization
    void Start()
    {
        m_vikingcCharacterController = GetComponent <CharacterController>();
        m_playerData     = GetComponentInParent <PlayerData>();
        m_gameController = GameController.Instance;

        if (m_playerData != null)
        {
            m_thisPlayerIndex = m_playerData.m_PlayerIndex;
        }

        m_playerIndexString = m_thisPlayerIndex.ToString();

        m_rb = GetComponent <Rigidbody>();
        m_isGroundedTimer         = m_isGroundedOffset;
        m_goThroughPlatformsTimer = m_isThroughPlatformOffset;

        m_playersLayer           = 10;
        m_goThroughPlatformLayer = 11;
        m_turnedLeft             = true;

        m_playerSize = GetComponent <SpriteRenderer>().bounds.extents;

        m_boundaryHolder = GameController.Instance.boundaryHolder;
        m_vikingRespawn  = GetComponent <VikingRespawn>();
        m_detectPickup   = GetComponent <DetectPickup>();

        m_thisScale = transform.localScale.x;

        //assign an animator controller based on player index
        m_animator = transform.gameObject.GetComponent <Animator>();
        m_animator.runtimeAnimatorController = Resources.Load("Viking_P" + m_playerIndexString) as RuntimeAnimatorController;

        // Set Idle animation state
        m_isIdle = true;

        StartCoroutine("ContiniouslyEvaluateScore");
        StartCoroutine("ContinouslySetBoundaries");
    }