// Use this for initialization void Start( ) { m_property = GetComponentInParent <HeroProperty>(); enemies = new Dictionary <GameObject, BaseProperty>(); m_leaveGo = new List <GameObject>(); m_radius = GetComponent <SphereCollider>().radius + 2; }
void Start() { _Animation = GetComponentInChildren <Animation>(); _CharacterController = GetComponent <CharacterController>(); _HeroAnimationControl = GetComponent <HeroAnimationControl>(); _HeroAttackControl = GetComponent <HeroAttackControl>(); _PlayerInputControl = GetComponent <PlayerInputControl>(); _HeroProperty = GetComponent <HeroProperty>(); }
// Use this for initialization void Start() { mControl = gameObject.AddComponent<HeroControl> () as HeroControl; mControl.mHero = this; mMotion = gameObject.AddComponent<HeroMotion> () as HeroMotion; mMotion.mHero = this; mProperty = gameObject.AddComponent<HeroProperty> () as HeroProperty; mAnimator = gameObject.GetComponent<Animator>() as Animator; }
// Use this for initialization void Start( ) { hero = GameObject.Find(PlayerPrefs.GetString("player name")); property = hero.GetComponent <HeroProperty>(); for (int i = 0; i < 4; i++) { m_texts[i] = GetComponentsInChildren <Text>()[i]; } m_slider = GetComponentInChildren <Slider>(); }
// Use this for initialization void Start() { arr = new string[3] { "absorb", "kill", "run" }; character = GameSceneManager.localHero; currentTime = coolingTimer; show_cooltime = transform.Find("Text").GetComponent <Text>(); character_p = character.GetComponent <HeroProperty>(); }
public HeroData() { property = new HeroProperty (); equipmentList = new EquipmentList(); realmList = new HeroRealm(); skillList = new SkillManager(); bufferController = new BufferController(); battle = -1; level = 1; }
// Use this for initialization void Start() { mControl = gameObject.AddComponent <HeroControl> () as HeroControl; mControl.mHero = this; mMotion = gameObject.AddComponent <HeroMotion> () as HeroMotion; mMotion.mHero = this; mProperty = gameObject.AddComponent <HeroProperty> () as HeroProperty; mAnimator = gameObject.GetComponent <Animator>() as Animator; }
public static void OnGUI(UnityModManager.ModEntry modEntry) { settings.Draw(modEntry); if (GUILayout.Button("立即存档")) { var hero = DataMgr.Instance.HeroProperty; HeroProperty.SaveSceneName(hero.SceneName); HeroProperty.SaveGameProgress(hero.GameProgress); MsgBoxMgr.ShowMsg_0Btn("保存成功", (string)null, -1, true); } }
// Use this for initialization void Start() { count = 0; text = transform.Find("Text").GetComponent <Text>(); character = GameSceneManager.localHero; character_p = character.GetComponent <HeroProperty>(); weapon_p = transform.GetComponent <PropsProperty>(); character_compoment = character.GetComponent <HeroProperty>(); truecd = character_compoment.attackCd; }
public void Get() { hero = GameObject.Find(PlayerPrefs.GetString("player name")); property = hero.GetComponent <HeroProperty>(); Slider[] _sliders = GetComponentsInChildren <Slider>(); life = _sliders[0]; mana = _sliders[1]; Text[] _text = GetComponentsInChildren <Text>(); lifeText = _text[0]; manaText = _text[1]; }
// Use this for initialization void Start( ) { m_tag = gameObject.tag; m_agent = GetComponent <NavMeshAgent>(); m_animator = GetComponent <Animator>(); m_camera = Camera.main; m_mainCameraTf = Camera.main.transform; m_mainCameraTf.position = transform.position + offsetCamera; m_property = GetComponent <HeroProperty>(); m_initSpeed = m_agent.speed; m_size = GetComponent <Collider>().bounds.size; Init(); }
public void SetCharacter(GameObject pp) { p = pp.GetComponent <HeroProperty>(); }
protected void GetHeroProperty( ) { m_hero = GameObject.Find(PlayerPrefs.GetString("player name")); m_property = m_hero.GetComponent <HeroProperty>(); }
// Use this for initialization void Start( ) { m_hero = GameObject.Find(PlayerPrefs.GetString("player name")); m_property = m_hero.GetComponent <HeroProperty>(); m_gold = GetComponentInChildren <Text>(); }
public void Deserialize(PHeroAttr data, bool notifyChange) { EntityID = data.heroId; ConfigID = data.heroCfgId; StarLevel = data.starLv; FightingScore = data.fighting; Exp = data.xiuwei; Level = data.level; EquipedItem.Clear(); foreach (var item in data.fitups) { ItemInfo info = new ItemInfo(); info.Deserialize(item); EquipedItem.Add(info); } LearnedSkill.Clear(); foreach (var item in data.skillList) { SkillInfo info = new SkillInfo(); info.Deserialize(item); LearnedSkill.Add(info); } HeroProperty oldProperty = Property; if (data.basicAttr != null) { Property.Strength = data.basicAttr.strength; Property.Intelligence = data.basicAttr.Intelligence; Property.Leadership = data.basicAttr.LeaderShip; } if (data.battleAttr != null) { Property.Attack = data.battleAttr.physAtk; Property.MagicAttack = data.battleAttr.magicAtk; Property.Hp = data.battleAttr.hp; Property.Def = data.battleAttr.damReduce; Property.Critical = data.battleAttr.criticStrike; Property.Stum = data.battleAttr.damDeepen; Property.AttackSpeed = data.battleAttr.atkSpeed; Property.Cooldown = data.battleAttr.coolDown; } if (notifyChange) { const float delayTimeInterval = 0.2f; float delayTime = 0; if (Property.Strength != oldProperty.Strength) { AddFloatingMsg(Str.Get("ATTR_STR"), Property.Strength - oldProperty.Strength, delayTime); delayTime += delayTimeInterval; } if (Property.Intelligence != oldProperty.Intelligence) { AddFloatingMsg(Str.Get("ATTR_INT"), Property.Intelligence - oldProperty.Intelligence, delayTime); delayTime += delayTimeInterval; } if (Property.Leadership != oldProperty.Leadership) { AddFloatingMsg(Str.Get("ATTR_LEADER"), Property.Leadership - oldProperty.Leadership, delayTime); delayTime += delayTimeInterval; } if (Property.Attack != oldProperty.Attack) { AddFloatingMsg(Str.Get("ATTR_ATTACK"), Property.Attack - oldProperty.Attack, delayTime); delayTime += delayTimeInterval; } if (Property.MagicAttack != oldProperty.MagicAttack) { AddFloatingMsg(Str.Get("ATTR_MAGIC_ATTACK"), Property.MagicAttack - oldProperty.MagicAttack, delayTime); delayTime += delayTimeInterval; } if (Property.Hp != oldProperty.Hp) { AddFloatingMsg(Str.Get("ATTR_HP"), Property.Hp - oldProperty.Hp, delayTime); delayTime += delayTimeInterval; } if (Math.Abs(Property.Def - oldProperty.Def) > 0.01f) { AddFloatingMsg(Str.Get("ATTR_DEF"), Property.Def - oldProperty.Def, delayTime); delayTime += delayTimeInterval; } if (Math.Abs(Property.Critical - oldProperty.Critical) > 0.01f) { AddFloatingMsg(Str.Get("ATTR_CRIT"), Property.Critical - oldProperty.Critical, delayTime); delayTime += delayTimeInterval; } if (Math.Abs(Property.HpSorb - oldProperty.HpSorb) > 0.01f) { AddFloatingMsg(Str.Get("ATTR_HP_SORB"), Property.HpSorb - oldProperty.HpSorb, delayTime); delayTime += delayTimeInterval; } if (Math.Abs(Property.Stum - oldProperty.Stum) > 0.01f) { AddFloatingMsg(Str.Get("ATTR_STUM"), Property.Stum - oldProperty.Stum, delayTime); delayTime += delayTimeInterval; } if (Property.AttackSpeed != oldProperty.AttackSpeed) { AddFloatingMsg(Str.Get("ATTR_ATTACK_SPEED"), Property.AttackSpeed - oldProperty.AttackSpeed, delayTime); delayTime += delayTimeInterval; } if (Math.Abs(Property.Cooldown - oldProperty.Cooldown) > 0.01f) { AddFloatingMsg(Str.Get("ATTR_CD"), Property.Cooldown - oldProperty.Cooldown, delayTime); delayTime += delayTimeInterval; } } }