void Awake() { RBody = GetComponent <Rigidbody2D>(); Anim = GetComponent <Animator>(); ScoreText = GameObject.Find("HUD_Score_Text").GetComponent <Text>(); HealthBar = GameObject.Find("HUD_Health_Bar").GetComponentInChildren <Slider>(); Debug.Log("HUD Score: " + ScoreText == null); Debug.Log("Hud Health: " + HealthBar == null); Inventory = new PlayerObjectManager(); GroundRadius = 0.5f; XInputOffset = 0f; ActionPressed = false; UpPressed = false; FacingRight = true; IsOnGround = false; IsPaused = false; LastRocketFireTime = 0f; CurrentCollisionInfo.Object = null; CurrentCollisionInfo.IsCollidingWithObject = false; //TODO:Load this together with the player! Score = 0; DontDestroyOnLoad(this.gameObject); InitPowerUpsTimer(); InitAudioEffects(); }
static GameManager() { ItemLibrary itemLibrary = new ItemLibrary(); MoveManager move = new MoveManager(); SpaceContoroler space = new SpaceContoroler(); SkillControler skill = new SkillControler(); PlayerObjectManager player = new PlayerObjectManager(); EnemyManager enemy = new EnemyManager(); MapManager map = new MapManager(); ///////セットアップ SeanState.Add(States.MakePlayerObj, new MakePlayerObj(move, player)); SeanState.Add(States.CameraSetUp, new CameraMoveSetState(move)); SeanState.Add(States.SetEnemyLibrary, new SetEnemyLibrary(enemy)); ////////メインシーン SeanState.Add(States.Main, new MainState(move, space)); SeanState.Add(States.MapMove, new MapMoveState(move, enemy, map)); SeanState.Add(States.AtackState, new AtackState(skill, player, move)); SeanState.Add(States.EnemyDamage, new EnemyDamageState(skill, player)); SeanState.Add(States.ChargeSet, new ChargeSetState(skill, player)); SeanState.Add(States.PlayerFind, new PlayerFindState(move)); SeanState.Add(States.DethCheck, new DethCheckState(move, enemy)); }
public void SkillOn(PlayerObjectManager player) { if (!On) { skillChenger.SkillOn(player); player.GetPlayer().EfectOff(Efects.tame); On = true; } }
private void GetRelevantComponents() { objectManager = gameObject.GetComponentInChildren<PlayerObjectManager>(); inputmanager = gameObject.GetComponentInChildren<InputManager>(); }
public EnemyDamageState(SkillControler skill, PlayerObjectManager p) { SkillControler = skill; player = p; }
public void SkillOn(PlayerObjectManager player) { skill.On(player); }
public MakePlayerObj(MoveManager move,PlayerObjectManager player){ MoveManager = move; Player = player; }
public void init() { instance = new PlayerObjectManager(); }
public ChargeSetState(SkillControler skill, PlayerObjectManager p) { SkillControler = skill; player = p; }
public AtackState(SkillControler skill, PlayerObjectManager p, MoveManager m) { SkillControler = skill; player = p; Move = m; }
public void On(PlayerObjectManager player) { if (!SetUp) { Weapon = (GameObject)Resources.Load("prefab/Weapon/Sword"); } int Direction = player.GetDirection(); GameObject WeaponObject; Animator WeaponAnimator; float WeaponPositionx; float WeaponPositiony; float playerposx = player.GetPosX(); float playerposy = player.GetPosY(); switch (Direction) { case 0: WeaponPositionx = playerposx + xmargin; WeaponPositiony = playerposy - ymargin; WeaponObject = new WeaponInstantiate().Get(Weapon, WeaponPositionx, WeaponPositiony); WeaponObject.transform.Rotate(0, 0, 20); WeaponObject.transform.Find("Sword0").gameObject.SetActive(true); WeaponAnimator = WeaponObject.GetComponent <Animator>(); WeaponAnimator.SetInteger("Direction", Direction); break; case 1: WeaponPositionx = playerposx - xmargin; WeaponPositiony = playerposy + ymargin; WeaponObject = new WeaponInstantiate().Get(Weapon, WeaponPositionx, WeaponPositiony); WeaponObject.transform.Rotate(0, 0, 20); WeaponObject.transform.Find("Sword1").gameObject.SetActive(true); WeaponAnimator = WeaponObject.GetComponent <Animator>(); WeaponAnimator.SetInteger("Direction", Direction); break; case 2: WeaponPositionx = playerposx + xmargin; WeaponPositiony = playerposy + ymargin; WeaponObject = new WeaponInstantiate().Get(Weapon, WeaponPositionx, WeaponPositiony); WeaponObject.transform.Rotate(0, 0, 20); WeaponObject.transform.Find("Sword2").gameObject.SetActive(true); WeaponAnimator = WeaponObject.GetComponent <Animator>(); WeaponAnimator.SetInteger("Direction", Direction); break; case 3: WeaponPositionx = playerposx - xmargin; WeaponPositiony = playerposy + ymargin; WeaponObject = new WeaponInstantiate().Get(Weapon, WeaponPositionx, WeaponPositiony); WeaponObject.transform.Rotate(0, 0, -20); WeaponObject.transform.Find("Sword3").gameObject.SetActive(true); WeaponAnimator = WeaponObject.GetComponent <Animator>(); WeaponAnimator.SetInteger("Direction", Direction); break; } }
void Awake() { instance = this; }