public void Initialize(Main_Stage _Main, List <Item> _DropList) { m_Main = _Main; m_QuestNameText.text = m_Main.m_GameSceneData.m_StageName; m_GameMenuUI.Initialize(_DropList); m_GameDeadUI.Initialize(); }
void DeadEvent() { Main_Stage main = GameManager.Instance.m_Main as Main_Stage; if (main == null) { return; } main.RemoveTeamUnit(m_Team, this); if (main.m_DissolveShader == null) { Debug.LogError("not find shader"); return; } Material mat = new Material(main.m_DissolveShader); if (mat == null) { Debug.LogError("failed material create"); return; } //mat.SetTexture("_MainTex", m_Renderers[0].material.mainTexture); //mat.SetTexture("_LightingRamp", m_Renderers[0].material.GetTexture("_LightingRamp")); foreach (Renderer r in m_Renderers) { r.material = mat; } StartCoroutine(C_DeadDissolve(mat, 1.0f / m_DestroyDelay)); }
protected override void Awake() { base.Awake(); gameObject.name = gameObject.name.Replace("(Clone)", "").Trim(); Main_Stage main = GameManager.Instance.m_Main as Main_Stage; if (main) { main.InsertTeamUnit(m_Team, this); } StartCoroutine(C_Initialize()); m_HeadAxis = transform; m_LeftHandAxis = transform; m_RightHandAxis = transform; m_BodyCollider = GetComponentInChildren <CapsuleCollider>(); m_NavMeshController.Initialize(this); if (m_AttackAniKey == null || m_AttackAniKey.Length < 1) { m_AttackAniKey = new string[] { "Attack1" }; } AddDamageEvent(DamageEvent); AddDeadEvent(DeadEvent); }
public void Initialize(Main_Stage _Main, float _TouchEventDelay = 1.0f) { m_Main = _Main; m_ColorPointAdd = 0.0f; m_TouchEventDelay = _TouchEventDelay; m_TouchEventDelayTimer = _TouchEventDelay; }
private void Awake() { m_Main = FindObjectOfType <Main_Stage>(); m_Main.m_SpawnManager = this; }
private void Start() { m_Main = GameManager.Instance.m_Main as Main_Stage; }