private void Awake() { m_rigidbody2D = this.GetComponent <Rigidbody2D>(); m_animFuntion = this.transform.Find("PlayerSpineSprite").GetComponent <PlayerAnimFuntion>(); m_attackCollider = NormalAttackEffect.GetComponent <AttackCollider>(); m_characterMove = this.GetComponent <CharacterMove>(); m_playerState = this.GetComponent <PlayerState>(); m_playerInput = this.GetComponent <PlayerInput>(); m_playerCrowdControlManager = this.GetComponent <PlayerCrowdControlManager>(); m_randAudioFuntion = this.GetComponent <PlayerRandAudioFuntion>(); m_audioFuntion = this.GetComponent <PlayerAudioFunction>(); m_bAttacking = false; m_NormalAttackDic = new Dictionary <string, AttackInfo>(); m_NormalAttackDic.Add("attack_1", new AttackInfo(1.0f, new Vector2(2.0f, 3f))); m_NormalAttackDic.Add("attack_2", new AttackInfo(1.0f, new Vector2(2.0f, 3f))); m_NormalAttackDic.Add("attack_3_1", new AttackInfo(0.5f, new Vector2(2.0f, 5.0f))); m_NormalAttackDic.Add("attack_3_2", new AttackInfo(2.0f, new Vector2(2.0f, -10.0f))); m_NormalAttackDic.Add("attack_4", new AttackInfo(3.0f, new Vector2(2.0f, 10.0f))); m_NormalAttackDic.Add("attack_5", new AttackInfo(4.0f, new Vector2(10.0f, 10.0f))); m_NormalAttackDic.Add("air_attack_1", new AttackInfo(1.0f, new Vector2(1f, 12f))); m_NormalAttackDic.Add("air_attack_2", new AttackInfo(1.0f, new Vector2(1f, 12f))); m_NormalAttackDic.Add("air_attack_3", new AttackInfo(1.0f, new Vector2(1f, 12f))); m_NormalAttackDic.Add("air_attack_4", new AttackInfo(1.0f, new Vector2(5f, 12f))); m_NormalAttackDic.Add("attack_upper", new AttackInfo(3.0f, new Vector2(1f, 24.0f))); m_NormalAttackDic.Add("attack_downsmash", new AttackInfo(4.0f, new Vector2(2f, -25.0f))); }
private void Awake() { m_playerState = GetComponent <PlayerState>(); m_animFuntion = this.transform.Find("PlayerSpineSprite").GetComponent <PlayerAnimFuntion>(); m_rigidbody2D = this.GetComponent <Rigidbody2D>(); m_crowdControlManager = this.GetComponent <PlayerCrowdControlManager>(); }
private void Awake() { m_playerInput = GetComponent <PlayerInput>(); m_controlManager = GetComponent <PlayerCrowdControlManager>(); m_playerInfo = GetComponent <PlayerInfo>(); m_characterMove = GetComponent <CharacterMove>(); m_animFuntion = GetComponentInChildren <PlayerAnimFuntion>(); }
public virtual void InitSkill(PlayerAnimFuntion _animFuntion, GameObject _playerObject) { level = PlayerDataManager.Inst.GetSkillLevelInfo(gameObject.name); SkillDataManager.SkillInfo skillInfo = SkillDataManager.Inst.GetSkillInfo(gameObject.name); skillName = skillInfo.skillName; collisionSize = skillInfo.collisionSize; damageRatio = skillInfo.damageRatio + (level * 5); damageForce = skillInfo.damageForce; m_animFuntion = _animFuntion; m_playerState = _playerObject.GetComponent <PlayerState>(); m_rigidbody2D = _playerObject.GetComponent <Rigidbody2D>(); m_crowdControlManager = _playerObject.GetComponent <PlayerCrowdControlManager>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (m_rigidbody2D == null) { m_rigidbody2D = animator.transform.root.GetComponent <Rigidbody2D>(); } if (m_crowdControlManager == null) { m_crowdControlManager = animator.transform.root.GetComponent <PlayerCrowdControlManager>(); } m_rigidbody2D.velocity = new Vector2(0, 0); m_crowdControlManager.Stiffen(stiffenTime); }
public void Start() { m_playerTransform = GameObject.FindGameObjectWithTag("Player").transform; m_playerInfo = m_playerTransform.GetComponent <CharacterInfo>(); m_playerCrowdControl = m_playerTransform.GetComponent <PlayerCrowdControlManager>(); m_endUI = GameObject.Find("EndUI"); //변경 해야함 m_endUI.SetActive(false); m_bStageSuccess = false; m_stageTime = 0; m_fRewardTime = 3.0f; m_stageExpBar.fillAmount = (float)(PlayerDataManager.Inst.GetPlayerData().exp) / (float)(PlayerDataManager.Inst.GetPlayerData().maxExp); m_stageExpText.text = (Mathf.Round(m_stageExpBar.fillAmount * 10000) / 100).ToString(); m_stageExpText.text += "%"; m_nowStageIndex = StageDataManager.Inst.nowStage; m_fRewardExp = StageDataManager.Inst.stageDataSO.MainStageData[(int)m_nowStageIndex].rewardExp; m_stageRewordRank = m_rewardUI.GetComponent <StageRewordRank>(); }