void Awake()
 {
     _anim = GetComponent <Animator>();
     _rb   = GetComponent <Rigidbody2D>();
     // next skills
     _theSlashingKi = GetComponent <TheSlashingKi>();
     _theSlash      = GetComponent <TheBlackKnightSlash>();
     _theGetBack    = GetComponent <TheBlackKnightGetBack>();
     _dampingDown   = GetComponent <TheBlackKnightDampingDown>();
 }
Exemple #2
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 // Use this for initialization
 void Awake()
 {
     _cachedTransform = transform;
     _anim            = GetComponent <Animator>();
     _rb          = GetComponent <Rigidbody2D>();
     _boxCollider = GetComponent <BoxCollider2D>();
     // next skills
     _theGetBack    = GetComponent <TheBlackKnightGetBack>();
     _theSlash      = GetComponent <TheBlackKnightSlash>();
     _theSlashingKi = GetComponent <TheSlashingKi>();
 }
Exemple #3
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 void Awake()
 {
     _anim  = GetComponent <Animator>();
     _rigid = GetComponent <Rigidbody2D>();
     // next skills
     _theSlashingKi        = GetComponent <TheSlashingKi>();
     _theGetBack           = GetComponent <TheBlackKnightGetBack>();
     _theSlamDownWithPower = GetComponent <TheDashingDownWithPower>();
     _theJump     = GetComponent <TheBlackKnightJump>();
     _dampingDown = GetComponent <TheBlackKnightDampingDown>();
 }
Exemple #4
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 // Use this for initialization
 void Start()
 {
     _slash                 = GetComponent <TheBlackKnightSlash>();
     _slashingKi            = GetComponent <TheSlashingKi>();
     _jumpAndDampingFire    = GetComponent <TheJumpAndDampingFire>();
     _dashingDownWithPower  = GetComponent <TheDashingDownWithPower>();
     _slashingKiWhenGetBack = GetComponent <TheSlashingKiWhenGetBack>();
     _getBack               = GetComponent <TheBlackKnightGetBack>();
     _dampingDown           = GetComponent <TheBlackKnightDampingDown>();
     // _skills = new Skill[] { _slash, _slashingKi, _dashingDownWithPower };
     _skills = new Skill[] { _dampingDown };
     StartCoroutine(Play());
 }
Exemple #5
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    void Awake()
    {
        _anim            = GetComponent <Animator>();
        _cachedTransform = transform;
        _rb = GetComponent <Rigidbody2D>();
        // Generate by probability
        _kiKinds = Probability.Initialize(new[] { 0, 1 }, new[] { 75f, 25f });

        _theGetBack           = GetComponent <TheBlackKnightGetBack>();
        _theSlamDownWithPower = GetComponent <TheDashingDownWithPower>();
        _theSlash             = GetComponent <TheBlackKnightSlash>();
        _theJump     = GetComponent <TheBlackKnightJump>();
        _dampingDown = GetComponent <TheBlackKnightDampingDown>();
    }