private void Start() { if (death == null) { death = FindObjectOfType <DeathData>(); } if (demon == null) { demon = FindObjectOfType <DemonData>(); } if (ghost == null) { ghost = FindObjectOfType <GhostData>(); } if (grunt == null) { grunt = FindObjectOfType <GruntData>(); } if (lobber == null) { lobber = FindObjectOfType <LobberData>(); } if (sorcerer == null) { sorcerer = FindObjectOfType <SorcererData>(); } if (thief == null) { thief = FindObjectOfType <ThiefData>(); } }
public static Character Instantiate(Character prefab, int queuePosition, Transform queue, DemonData demonData, GameObject demonGO, Action callback) { var go = GameObject.Instantiate(prefab.gameObject) as GameObject; go.transform.localPosition = queue.position + Vector3.up * 10.0f; var character = go.GetComponent<Character>(); character.animator = go.GetComponent<AnimateToPoint>(); character.PositionInQueue(queue, queuePosition, callback); character.DemonData = demonData; character.miniPoofCloud.Play(); character.demonGO = demonGO; demonGO.transform.parent = character.bigDemonRoot; demonGO.transform.localPosition = Vector3.zero; demonGO.SetActive(false); character.DemonAmount = 0.0f; var dgo = GameObject.Instantiate(demonData.ArtAsset) as GameObject; dgo.transform.parent = character.miniDemonRoot; dgo.transform.localPosition = Vector3.zero; character.sadRoot.gameObject.SetActive(false); character.happyRoot.gameObject.SetActive(false); character.ecstaticRoot.gameObject.SetActive(false); return character; }
// Use this for initialization void Start() { _dd = DemonData.Instance; _animator = GetComponent <Animator>(); PlayerAttack.Instance.OnPrimaryAttackHitListener.AddListener(OnPrimaryAttackHitCallBack); PlayerAttack.Instance.OnPrimaryAttackEndListener.AddListener(OnPrimaryAttackEndCallBack); _animParamHashFlinch = Animator.StringToHash(_animParamFlinch); _animParamHashOverDie = Animator.StringToHash(_animParamOverDie); _animParamHashDie = Animator.StringToHash(_animParamDie); _currentHealth = _dd.maxHealth; _collider = GetComponent <Collider>(); _audioSource = GetComponent <AudioSource>(); }
void UpdateDemon() { _currentDemon = _demons [_demonIndex]; RemoveExistingDemonInstance (); InstantiateCurrentDemon (); }
void Awake() { s_instance = this; }