private void Initial() { if (!userBehave || !userTransform) { userBehave = FindObjectOfType <ControllableBehave>(); userTransform = userBehave.gameObject.transform; } }
private void Start() { targetTransform = GameObject.FindGameObjectWithTag("Player").transform; gameController = FindObjectOfType <GameController>(); controllableBehave = FindObjectOfType <ControllableBehave>(); enemyAnimator = GetComponent <Animator>(); lastTargetPosition = transform.position; HandleAnimate(); }
public void GameStart(GameDifficulty difficulty) { SceneManager.LoadScene(2, LoadSceneMode.Single); score = 0u; Cursor.lockState = CursorLockMode.Locked; gameDifficulty = difficulty; controllableBehave = FindObjectOfType <ControllableBehave>(); PlayBGM(bgmList.gameBGM); gameStatus = GameStatus.GameRunning; }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { ControllableBehave playerBehave = collision.gameObject.GetComponent <ControllableBehave>(); var item = playerBehave.GetItem(itemID); item.GetComponent <ItemBasic>().level = level; #if UNITY_EDITOR Debug.Log($"GetItem: Item_{itemID}"); #endif Instantiate(Resources.Load($"Prefabs/Particles/Explosion_{Random.Range(0, 10)}"), transform.position, Quaternion.identity); Destroy(gameObject); } }
private void SpawnEnemy() { Vector3 enemyPostion = transform.position + Quaternion.AngleAxis(UnityEngine.Random.Range(0f, 360f), Vector3.up) * Vector3.forward * UnityEngine.Random.Range(0f, enemySpawnLimit); if (!controllableBehave) { controllableBehave = FindObjectOfType <ControllableBehave>(); } if (Vector3.Distance(enemyPostion, controllableBehave.gameObject.transform.position) > spawnDistanceLimit) { Instantiate(enemy, enemyPostion, enemy.transform.rotation * Quaternion.AngleAxis(UnityEngine.Random.Range(0f, 360f), Vector3.up)); } else { SpawnEnemy(); } }
public void GamePause(bool ifPause, bool ifShowPuaseGUI) { if (!controllableBehave) { controllableBehave = FindObjectOfType <ControllableBehave>(); } controllableBehave.gameObject.GetComponent <Rigidbody>().useGravity = !ifPause; if (ifPause) { audioSource.Pause(); gameStatus = GameStatus.GamePaused; Cursor.lockState = CursorLockMode.Confined; } else { audioSource.Play(); gameStatus = GameStatus.GameRunning; Cursor.lockState = CursorLockMode.Locked; } ShowPauseGUI(ifShowPuaseGUI); }
private void Start() { itemBasic = GetComponent <ItemBasic>(); userBehave = FindObjectOfType <ControllableBehave>(); userTransform = userBehave.gameObject.transform; }
private void Start() { userBehave = FindObjectOfType <ControllableBehave>(); itemBasic = GetComponent <ItemBasic>(); }