private void Start() { rig = GetComponent <Rigidbody>(); // 取得元件 (rigidbody) 存入 rig (相同屬性面板) ani = GetComponent <Animator>(); hpMpManager = GetComponentInChildren <HpMpManager>(); hpText = transform.GetChild(3).GetChild(3).GetComponent <Text>(); joystick = GameObject.Find("固態搖桿").GetComponent <Joystick>(); // 取得指定元件 (Joystick中的固態搖桿) target = GameObject.Find("目標").transform; // 短版的指定元件 levelManager = FindObjectOfType <LevelManager_Ifinite>(); skillData = FindObjectOfType <SkillData>(); data.hp = data.hpMax; // 設定生命力 hp = data.hp; hpMax = data.hpMax; attack = data.attack; attack_WP = data.WeaponAttack; criticalAttack = data.CriticalAttack; cd = data.cd; speed = data.speed; rehp = data.rehp; bullet = test_bullet; // 設定預設子彈 pet1 = test_pet; // 設定預設寵物 Instantiate(pet1); }
private void Start() { ani = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent>(); hpMpManager = GetComponentInChildren <HpMpManager>(); LM_I = FindObjectOfType <LevelManager_Ifinite>(); agent.speed = data.speed; agent.stoppingDistance = data.StopDistanse; hp = data.hp; target = GameObject.Find("玩家_IFI").transform; }
private void Start() { property = data.attributes.ToString(); ani = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent>(); hpMpManager = GetComponentInChildren <HpMpManager>(); agent.speed = data.speed; agent.stoppingDistance = data.StopDistanse; hp = data.hp; target = GameObject.Find("玩家").transform; }