BarAnimation baranim; // 슬라이더 움직임 제어를 위한 변수 #endregion public void Init() { allies = GameObject.FindGameObjectsWithTag("Enemy"); enemies = GameObject.FindGameObjectsWithTag("Ally"); battle_manager = GameObject.FindGameObjectWithTag("BattleManager").GetComponent <BattleManager>(); battle_uimanager = battle_manager.GetComponent <BattleUIManager>(); Access_animator = GetComponent <Animator>(); AttackTypeSetting(); #region 슬라이더 UI 초기화 canvas = battle_uimanager.Sliderpool_Pop(this.gameObject); canvas.transform.GetChild(0).GetComponent <Text>().text = Access_charactername; hpslider = canvas.transform.GetChild(2).GetChild(2).GetComponent <Slider>(); hpslider2 = canvas.transform.GetChild(2).GetChild(1).GetComponent <Slider>(); attackslider = canvas.transform.GetChild(1).GetComponent <Slider>(); headupPos = transform.GetChild(0).gameObject; canvas.transform.position = headupPos.transform.position; baranim = GetComponent <BarAnimation>(); baranim.Init(hpslider, hpslider2, attackslider); #endregion Access_State = CharacterState.Idle; main_routine = Idle(); StartCoroutine(main_routine); StartCoroutine(update()); }
BarAnimation baranim; // 슬라이더 움직임 제어를 위한 변수 #endregion public void Init() { skill = (Skill)GetComponent(Access_skillname); allies = GameObject.FindGameObjectsWithTag("Ally"); enemies = GameObject.FindGameObjectsWithTag("Enemy"); isdead_UI = GameObject.FindGameObjectWithTag("ScreenUI").transform.Find(Access_prefabname).Find("IsDead").gameObject; battle_manager = GameObject.FindGameObjectWithTag("BattleManager").GetComponent <BattleManager>(); battle_uimanager = battle_manager.GetComponent <BattleUIManager>(); Access_animator = GetComponent <Animator>(); AttackTypeSetting(); #region 슬라이더 UI 초기화 canvas = battle_uimanager.Sliderpool_Pop(this.gameObject); hpslider = canvas.transform.Find("HpBar").Find("HpSlider").GetComponent <Slider>(); hpslider2 = canvas.transform.Find("HpBar").Find("HpSlider2").GetComponent <Slider>(); attackslider = canvas.transform.Find("AtkSlider").GetComponent <Slider>(); headupPos = transform.GetChild(0).gameObject; canvas.transform.position = headupPos.transform.position; baranim = GetComponent <BarAnimation>(); baranim.Init(hpslider, hpslider2, attackslider); #endregion #region 스크린 UI 초기화 ((Skill)GetComponent(Access_skillname)).Init(); Transform screenUI = GameObject.FindGameObjectWithTag("ScreenUI").transform.Find(canvas.name); screenUI.gameObject.SetActive(true); screenUI.Find("FaceImage").GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/" + Access_faceimage.ToString()); screenUI.Find("SkillImage").GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/skillImage" + Access_skillimage.ToString()); #endregion #region 장비 능력치 적용 for (int i = 0; i < Access_equipments.Count; i++) { if (Access_equipment(i) != null) { Access_atkpower += Access_equipment(i).atkpower; Access_atkspeed += Access_equipment(i).atkspeed; Access_defpower += Access_equipment(i).defpower; } } #endregion canvas.transform.GetChild(0).GetComponent <Text>().text = "LV." + Access_level.ToString() + " " + Access_charactername; Access_State = CharacterState.Idle; main_routine = Idle(); StartCoroutine(main_routine); StartCoroutine(update()); }