// Use this for initialization private void Awake() { playerSound = GetComponent <PlayerSoundSetting>(); MyState = GetComponent <PlayerState>(); PlayerViberation = GetComponent <Viberation>(); camTr = Camera.main.transform; MarkerRotate = Beejae_Marker[0].transform.rotation; AzuraHands = new TouchCollision[2]; AzuraHands[0] = Hands[0].GetComponent <TouchCollision>(); AzuraHands[1] = Hands[1].GetComponent <TouchCollision>(); typecheck = GetComponentInChildren <LineDraw>(); if (typecheck.IsHaveSkill(0)) { int poolCount = 5; Azurapool.Create(AzuraBallPrefab, poolCount); AzuraBall = new GameObject[poolCount]; for (int i = 0; i < AzuraBall.Length; ++i) { AzuraBall[i] = null; } } if (typecheck.IsHaveSkill(1)) { int poolCount = 5; Arrowpool.Create(ArrowPrefab, poolCount); Arrow = new GameObject[poolCount]; for (int i = 0; i < Arrow.Length; ++i) { Arrow[i] = null; } } }
// Use this for initialization void Awake() { playerSound = GetComponent <PlayerSoundSetting>(); LightningBolt = false; HpColor = Color.red; MyState = State.Nomal; ChargingTime = 0.0f; StartCoroutine(HpRecovery()); StartCoroutine(MpRecovery()); PlayerViberation = gameObject.transform.GetComponent <Viberation>(); }
private void Awake() { playerSound = transform.parent.parent.GetComponent <PlayerSoundSetting>(); Player = transform.parent.parent.GetComponent <Transform>(); PlayerViberation = gameObject.transform.parent.parent.GetComponent <Viberation>(); MainPoint = Points[0]; touchPoints = new int[skill5.Length]; line.positionCount = 1; line.SetPosition(0, gameObject.transform.position); PointsVec.Add(gameObject.transform.position); }
// Use this for initialization private void Awake() { playerSound = transform.parent.parent.GetComponent <PlayerSoundSetting>(); Player = transform.parent.parent.GetComponent <Transform>(); PlayerViberation = gameObject.transform.parent.parent.GetComponent <Viberation>(); MainPoint = Points[0]; touchPoints = new int[skill5.Length]; line.positionCount = 1; line.SetPosition(0, gameObject.transform.position); PointsVec.Add(gameObject.transform.position); CompleteSound = GetComponent <AudioSource>(); CompleteSound.volume = Singletone.Instance.Sound; reset(); gameObject.SetActive(false); }