void Start() { StartCoroutine("Opening"); events = FindObjectOfType <GameEvents_Cave>(); group = FindObjectOfType <Group_Cave>(); AudioSource[] audioSources = GetComponents <AudioSource>(); sound_sneeze = audioSources[1]; // 2つめの音楽 }
void Start() { this.animator = GetComponent <Animator>(); this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_Cave>(); group = FindObjectOfType <Group_Cave>(); state = "WALKRIGHT"; run = 0f; startPosition = this.transform.position.x; }
float run = 0f; // 進む方向 void Start() { this.animator = GetComponent <Animator>(); this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_Cave>(); Vector3 scale = transform.localScale; scale.x = -2f; run = 0f; }
void Start() { this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_Cave>(); //bgm = FindObjectOfType<BGMDoor_Cave>(); run = -1f; if (ThisIsDoorAnima) { StartCoroutine("Opening"); } }
public float speed = 1f; // 移動スピード void Start() { this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_Cave>(); events.NP = true; }
public bool youWalk = false; // Octavian_Caveから指示 void Start() { this.animator = GetComponent <Animator>(); events = FindObjectOfType <GameEvents_Cave>(); state = "WALK"; }
void Start() { events = FindObjectOfType <GameEvents_Cave>(); heart = FindObjectOfType <Heart_Cave>(); StartCoroutine("Timer"); }
void Start() { events = FindObjectOfType <GameEvents_Cave>(); }