// Start is called before the first frame update void Start() { CanvasTienda = GameObject.Find("TiendaC").GetComponent <Canvas>(); Dialogo = new NPC_Dialogo(); Dialogo.Inicializacion(); Dialogos.Mensaje = "Dime que quieres conseguir"; }
// Start is called before the first frame update void Start() { animatorNpc = GetComponent <Animator>(); PosicionActual = ((RangoDeMovimiento * RangoDeMovimiento) / 2); pos = transform.position; BoxColiderRadios = new BoxCollider2D[4]; Transform[] auxobj = GetComponentsInChildren <Transform>(); animatorNpc.SetInteger("face", Face); //otorga valores box Collider. foreach (Transform obj in auxobj) { if (obj.name == "arriba") { BoxColiderRadios[0] = obj.GetComponent <BoxCollider2D>(); } else if (obj.name == "derecha") { BoxColiderRadios[1] = obj.GetComponent <BoxCollider2D>(); } else if (obj.name == "abajo") { BoxColiderRadios[2] = obj.GetComponent <BoxCollider2D>(); } else if (obj.name == "Isquierda") { BoxColiderRadios[3] = obj.GetComponent <BoxCollider2D>(); } } npc_Dialogo = GetComponent <NPC_Dialogo>(); npc_Brauler = GetComponent <NpcBrauler>(); DesactivaRadioBoxCollider(); //ajuste de face al iniciar Face = ((int)direcciones[0]) + 1; animatorNpc.SetInteger("face", Face); }
// Start is called before the first frame update void Start() { Dialogo = new NPC_Dialogo(); Dialogo.Inicializacion(); Dialogos = new LineasDeDialogo[5]; Dialogos[0].Mensaje = "Bienvenido al centro medico"; Dialogos[1].Mensaje = "Deseas que atendamos a Tus criaturas"; Dialogos[2].Mensaje = "Dame tus Crewild, en un momento iniciamos el proceso"; Dialogos[3].Mensaje = "Pues volver cuando quieras"; LibreriaS = FindObjectOfType <libreriaDeScrips>(); AnimationRecupera = GetComponent <Animation>(); SpriteRenderer[] AuxRender = GetComponentsInChildren <SpriteRenderer>(); int auxCounter = 0; foreach (SpriteRenderer SPR in AuxRender) { if (SPR.name == "capsula" || SPR.name == "capsula (1)" || SPR.name == "capsula (2)" || SPR.name == "capsula (3)" || SPR.name == "capsula (4)" || SPR.name == "capsula (5)" ) { SpriteRender[auxCounter] = SPR; SpriteRender[auxCounter].enabled = false; auxCounter++; } } NombreAnimacion = "Recuperacion"; }