Example #1
0
        //Функция вызывается при окончании работы загрузчика уровней
        public bool StartManager()
        {
            if (rhythmManager == null)
            {
                rhythmManager = RhythmManager.instance;
            }

            if (attackMenu == null)
            {
                attackMenu = AttackMenu.instance;
            }

            if (pauseMenu == null)
            {
                pauseMenu = MenuManager.instance;
            }

            if (knightHealthbar != null)                                   //Если здороровье включено
            {
                healthbar = knightHealthbar.GetComponent <KnightHealth>(); //получить ссылку на скрипт здоровья
            }

            if (progress != null)                                     //если прогресс включен
            {
                progress_bar = progress.GetComponent <ProgressBar>(); //получить ссылку на скрипт слайдер прогресса
            }

            audioSource = gameObject.GetComponent <AudioSource>(); //получить audioSource

            isLoaded = true;
            return(isLoaded);
        }
Example #2
0
 void Awake()
 {
     rb2d           = GetComponent <Rigidbody2D> ();
     spriteRenderer = GetComponent <SpriteRenderer> ();
     animator       = GetComponent <Animator> ();
     knightHealth   = GetComponentInChildren <KnightHealth> ();
     source         = GetComponent <AudioSource> ();
 }
Example #3
0
    // Use this for initialization
    void Start()
    {
        player       = FindObjectOfType <KnightController>();
        knightHealth = FindObjectOfType <KnightHealth> ();
        rigi         = GetComponent <Rigidbody2D> ();

        if (player.transform.position.x < transform.position.x)
        {
            speed = -speed;
        }
    }
    // Use this for initialization
    void Start()
    {
        anim = GetComponent<Animator> ();	// Get Animator component

        knightHealth = GetComponent<KnightHealth> ();	// Get KnightHealth script component

        audioSource = GetComponent<AudioSource> ();		// Get Audio Source component

        playerState = PlayerState.Free;	// Initiate player state to free

        // Audio variables
        audioTimer = 0.0f;

        // Movement variables
        moveSpeed = 180000.0f;			// Character movement speed
        hMovement = 0.0f;				// Horizontal movement
        vMovement = 0.0f;				// Vertical movement
        movement = Vector2.zero;		// Movement vector
        dodgeDirection = Vector2.zero;	// Dodge vector

        // Attacking variables
        attackType = AttackType.Basic;	// Initate attack type to  basic
        attackDamageBasic = 25.0f;		// Set basic damage
        attackDamageHeavy = 40.0f;		// Set heavy damage
        attackRange = 4.0f;				// Attack range set to 3
        attackAngle = 60.0f;			// 60 degree attack angle

        // Blocking variables
        blockAngle = 90.0f;				// 90 degree blocking angle

        // Conditional variables
        isIdle = true;					// Character is idle
        movingForward = true;			// Character moving forward
        isBlocking = false;				// Character not blocking
        isAttacking = false;			// Character not attacking
        isDodging = false;				// Character not dodging
        isFlinching = false;			// Character not flinching
        isDying = false;				// Character not dying
        isDead = false;					// Character not dead
        isSprinting = false;			// Character not sprinting
        blockedAttack = false;			// Character not recovering from block
        continueAttack = false;			// Character not combo attacking

        // Timers
        dodgeTimer = 0.0f;
        attackTimer = 0.0f;
        blockTimer = 0.0f;
        flinchTimer = 0.0f;
        emptyStaminaTimer = 1.0f;

        // Action times
        timeDodge = 0.4f;
        timeFlinch = 0.8f;
        timeBasicAttack = 0.45f;
        timeHeavyAttack = 0.75f;
        timeBlockedAttack = 0.3f;
        timeInvincible = 0.25f;
        timeStaminaDelay = 1.0f;

        // State-specific variables
        attackRegistered = false;
        attackAfterDodge = false;
    }
 private void Awake()
 {
     instance = this;
 }