void Awake() { if (m_Instance != null) { Debug.LogError("Player already exists."); } m_Instance = this; this.m_MeshFilter = this.GetComponent <MeshFilter>(); m_VertexMat = this.GetComponent <Renderer>().material; m_FrameTime = 1.0f / m_FramesPerSecond; m_PlayerAnimControl = this.GetComponent <PlayerAnimControl>(); //init particlePool m_ParticleRoot = new GameObject().transform; m_ParticleRoot.name = "RunParticleRoot"; for (int i = 0; i < c_NumRunParticles; i++) { var go = GameObject.Instantiate(m_RunParticlePrefab); go.transform.SetParent(m_ParticleRoot); go.SetActive(false); m_ParticlePool.Add(go); } this.m_CharacterController = this.GetComponent <CharacterController>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); anim = GetComponent <PlayerAnimControl>(); //jetpack_particles.Stop(); jetpack_cooldown_timer = jetpack_cooldown; }
static void StartPost(PlayerAnimControl __instance) { var userInfoWindow = __instance.gameObject.GetComponent <WingUserInfoWindow>(); if (userInfoWindow == null) { userInfoWindow = __instance.gameObject.AddComponent(typeof(WingUserInfoWindow)) as WingUserInfoWindow; } }
/// <summary> /// Sets initial variables and components /// </summary> void Start() { // set component to attributes script gm = GameObject.FindWithTag("Manager").GetComponent <GameManager>(); im = GameObject.FindWithTag("Manager").GetComponent <InputManager>(); es = GameObject.FindGameObjectWithTag("Manager").GetComponent <EnemySpawner>(); pac = GetComponent <PlayerAnimControl>(); //anim = GetComponent<Animator>(); // disable the swipe renderer and set animation speed //swipeRend.enabled = false; pac.Speed = 2; pac.SetState(1, false, false, true, false); //anim.speed = 5; }
void Start() //////////////////////// 셋업 ////////////////////////// { _WM_ = GameObject.FindGameObjectWithTag("GM").GetComponent <MasterWeaponManagement>(); // 마스터 무기 매니저 스크립트 anim = GetComponent <Animator>(); // 플레이어 애니메이터 ac = GetComponent <PlayerAnimControl>(); // 플레이어 애니메이션 매니저 스크립트 pm = GetComponent <PlayerMove>(); activeGunFolder = gunFolder_Default; //defaultWeapon.GetComponent<WeaponStats>().PickUp(transform); // 무기 수 제한 while (weapons.Count > maxWeaponCount) { weapons[weapons.Count - 1].GetComponent <WeaponStats>().Drop(); weapons.Remove(weapons[weapons.Count - 1]); } // 총이 없을 때 if (activeWeapon == null) { SetCategoryAnimWeight(anim.GetLayerIndex("Default [Type-0]"), false); } }
static void UpdatePre(PlayerAnimControl __instance, float ___shootCoolDownTimer) { var pa = PlayerAnimControl.instance; //自动剑返 if (mod.Active && settings.FlySwardAutoBack && // 剑神 ((!pa.SWORDMASTER_SKILL_UnlimitedSwords && pa.playerParameter.SWORDS_COUNT == 0) || (pa.SWORDMASTER_SKILL_UnlimitedSwords && (pa.SWORDMASTER_SKILL_UnlimitedSwords_IsOverHeat || pa.SWORDMASTER_SKILL_UnlimitedSwords_Heat >= pa.SWORDMASTER_SKILL_UnlimitedSwords_MaxHeat)) ) && // 贯日 (!pa.SWORDMASTER_SKILL_GUANRI || (pa.SWORDMASTER_SKILL_GUANRI && !pa.SWORDMASTER_SKILL_GUANRI_UnlimitedState && !pa.SWORDMASTER_SKILL_GodOfSwords_IsGodState)) && IsFlySwardBackCdOk() && (CheckPlayerInputDown(SpecialAction.FlyingSword) || CheckPlayerInputKeep(SpecialAction.FlyingSword))) { PlayerAnimControl.instance.ShouldDrawSword = true; // 冷却时间 PlayerAnimControl.instance.DrawCoolDownTimer = 0; } }
void Start() { control = GetComponent <PlayerAnimControl>(); }