void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); this.status = this.GetComponent <CharacterStatus>(); this.charaAnimation = this.GetComponent <CharaAnimation>(); this.inputManager = FindObjectOfType <InputManager>(); this.targetCursor = FindObjectOfType <TargetCursor>(); this.targetCursor.SetPosition(this.transform.position); this.deathSeAudio = this.gameObject.AddComponent <AudioSource>(); this.deathSeAudio.clip = this.deathSeClip; this.deathSeAudio.loop = false; // Assert if (this.gameRuleCtrl == null) { Debug.LogError("Not found 'GameRuleCtrl' object."); } if (this.status == null) { Debug.LogError("Not found 'CharacterStatus' component."); } if (this.charaAnimation == null) { Debug.LogError("Not found 'CharaAnimation' component."); } if (this.inputManager == null) { Debug.LogError("Not found 'InputManager' object."); } }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); }
public GameObject lastBeatEffect; //ラストビートのえふぇくと void Start() { status = this.GetComponent <CharacterStatus>(); charaAnimation = this.GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); camera = FindObjectOfType <FollowCamera>(); //ターゲットマーカー targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); //ジョイスティック joystick = FindObjectOfType <Joystick>(); damageSeAudio = gameObject.AddComponent <AudioSource>(); damageSeAudio.clip = damageSeClip; damageSeAudio.loop = false; damageSeAudio.volume = 0.2f; magicSeAudio = gameObject.AddComponent <AudioSource>(); magicSeAudio.clip = magicSeClip; magicSeAudio.loop = false; magicSeAudio.volume = 0.2f; abilitySeAudio = gameObject.AddComponent <AudioSource>(); abilitySeAudio.clip = abilitySeClip; abilitySeAudio.loop = false; abilitySeAudio.volume = 0.2f; ability2SeAudio = gameObject.AddComponent <AudioSource>(); ability2SeAudio.clip = abilitySeClip; ability2SeAudio.loop = false; ability2SeAudio.volume = 0.2f; ReactLine = status.MaxHP * ReactLine; }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); }
// Use this for initialization void Start() { this.inputManager = FindObjectOfType <InputManager> (); this.charaAnimation = GetComponent <CharaAnimation> (); this.status = GetComponent <CharacterStatus> (); this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl> (); this.gameRuleCtrl.UpdatePlayerHP(this.status.HP); }
// Use this for initialization void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl> (); this.status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); basePosition = transform.position; waitTime = waitBaseTime; }
void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); this.status = this.GetComponent <CharacterStatus>(); this.charaAnimation = this.GetComponent <CharaAnimation>(); this.characterMove = this.GetComponent <CharacterMove>(); // 初期位置を保持 this.basePosition = this.transform.position; // 待機時間 this.waitTime = this.waitBaseTime; }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); // 초기 위치를 저장한다. basePosition = transform.position; // 대기 시간. waitTime = waitBaseTime; }
// Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); // 初期位置を保持 basePosition = transform.position; // 待機時間 waitTime = waitBaseTime; gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); }
// Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); // 오디오 초기화. deathSeAudio = gameObject.AddComponent <AudioSource>(); deathSeAudio.loop = false; deathSeAudio.clip = deathSeClip; }
// Use this for initialization void Start() { GET("https://cedec2015.seccon.jp/cedec2015/GameCtrl/"); int my_score = GameRuleCtrl.get_score(); my_score_str = "Your Time: " + my_score.ToString(); playername = TitleSceneCtrl.get_playername(); if (my_score != -1) { playername += GameRuleCtrl.get_gamecookie(); } }
void OnGUI() { // 해상도 대응. GUI.matrix = Matrix4x4.TRS( Vector3.zero, Quaternion.identity, new Vector3(Screen.width / baseWidth, Screen.height / baseHeight, 1f)); GameRuleCtrl gameRuleCtrl = FindObjectOfType(typeof(GameRuleCtrl)) as GameRuleCtrl; if (gameRuleCtrl.player != null) { playerStatus = gameRuleCtrl.player.GetComponent <CharacterStatus>(); // 스테이터스. DrawPlayerStatus(); DrawEnemyStatus(); } }
State nextState = State.Walking; // 次のステート. // Use this for initialization void Start() { //text = GameObject.Find("DebugDamageView").GetComponent<Text>(); MaxHPText = GameObject.Find("DebugMaxHPView").GetComponent <Text>(); HPText = GameObject.Find("DebugHPView").GetComponent <Text>(); status = GetComponent <EnemyStatus>(); charaAnimation = GetComponent <EnemyAnimation>(); characterMove = GetComponent <EnemyMove>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); gameMaster = FindObjectOfType <GameMasterScript>(); // 初期位置を保持 basePosition = transform.position; // 待機時間 waitTime = waitBaseTime; damageSeAudio = gameObject.AddComponent <AudioSource>(); damageSeAudio.clip = damageSeClip; damageSeAudio.loop = false; damageSeAudio.volume = 0.05f; }
// Use this for initialization void Start() { this.gameRuleCtrl = FindObjectOfType<GameRuleCtrl> (); this.status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); characterMove = GetComponent<CharacterMove>(); basePosition = transform.position; waitTime = waitBaseTime; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); }
void Awake() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); }
// Use this for initialization void Start() { this.inputManager = FindObjectOfType<InputManager> (); this.charaAnimation = GetComponent<CharaAnimation> (); this.status = GetComponent<CharacterStatus> (); this.gameRuleCtrl = FindObjectOfType<GameRuleCtrl> (); this.gameRuleCtrl.UpdatePlayerHP (this.status.HP); }
void Awake() { gameRuleCtrl = GameObject.FindObjectOfType(typeof(GameRuleCtrl)) as GameRuleCtrl; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); targetCursor = FindObjectOfType<TargetCursor>(); targetCursor.SetPosition(transform.position); }
void Awake() { gameRuleCtrl = GameObject.FindObjectOfType(typeof(GameRuleCtrl)) as GameRuleCtrl; gameOverImage.SetActive(false); gameClearImage.SetActive(false); }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); targetCursor = FindObjectOfType<TargetCursor>(); targetCursor.SetPosition(transform.position); // 오디오 초기화. deathSeAudio = gameObject.AddComponent<AudioSource>(); deathSeAudio.loop = false; deathSeAudio.clip = deathSeClip; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); characterMove = GetComponent<CharacterMove>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); // 초기 위치를 저장한다. basePosition = transform.position; // 대기 시간. waitTime = waitBaseTime; }
void Awake() { gameRuleCtrl = (GameRuleCtrl)GameObject.FindObjectOfType(typeof(GameRuleCtrl)); }
// Use this for initialization void Start() { gameRuleCtrl = gameRuleObj.GetComponent <GameRuleCtrl>(); timerText = this.GetComponent <Text>(); setCurrentTimeText(); }