// Use this for initialization void Start() { audio = GetComponent <AudioSource>(); if (instance == null) { instance = this; } else if (instance == this) { Destroy(gameObject); } //var l = (GameObject)Resources.Load("pref/Сердце"); //работа с папкой Resourses // Instantiate(l,new Vector2(-5,2),Quaternion.identity); // тут определяем зону видимости в зависимости от разрешения экрана float f = 1920 * ratio; float ortSize = f / 150f; Camera.main.orthographicSize = ortSize; hero = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); }
//private int _axisX; //private int _axisY; // Use this for initialization void Start() { Main_Script = Main_GameObject.GetComponent <Main>(); hero_Script = hero_object.GetComponent <heroScript>(); actionPoint = Main_Script.actionPoint - 1; _matrixPosition = new bool[actionPoint * 2, actionPoint *2]; _lineYMax = 1; }
// Use this for initialization void Start () { hero = GameObject.Find("Hero"); hs = hero.GetComponent<heroScript>(); Debug.Log("EventManager: Hero and their script found."); selfinit = true; //powerUps = GameObject.FindGameObjectsWithTag("powerUp"); //No collectibles yet //collectibles = GameObject.FindGameObjectsWithTag("collectibles"); }
// Use this for initialization void Start() { GameObject hero = GameObject.FindGameObjectWithTag("hero"); hero_Script = hero.GetComponent <heroScript>(); GameObject enemy = GameObject.FindGameObjectWithTag("enemy"); _textAP.text = "" + actionPoint; button_Script = buttonManager_GameObject.GetComponent <buttonManager>(); _numReverseTurn = 0; _numFreeze = 0; onTrigger = false; _isFixReverse = false; _isReverse = false; starImage.gameObject.SetActive(false); fixCircleReverse.gameObject.SetActive(false); fixCirclePause.gameObject.SetActive(false); freezeButton.interactable = false; if (ChooseFeature[0]) { freezeButton.interactable = true; } if (ChooseFeature[1]) { starImage.gameObject.SetActive(true); _textStar.text = "" + countStarWin; } if (ChooseFeature[2]) { print("fixActionPointTurn" + fixActionPointTurn); _fixReversetext.text = "" + fixActionPointTurn; fixCircleReverse.gameObject.SetActive(true); } if (ChooseFeature[4]) { _fixFreezetext.text = "" + fixNumFreeze; fixCirclePause.gameObject.SetActive(true); } endGameImageWin.gameObject.SetActive(false); endGameImageLose.gameObject.SetActive(false); //restartGame.gameObject.SetActive(false); }
IEnumerator dashTransition(Vector2 direction) { float currentTime = 0.0f; canDash = false; charAnimator.SetBool("IsDash", true); dashParticles.Play(); dashParticles.transform.localScale = transform.localScale; Vector2 oldPosition = transform.position; while (currentTime < 0.2f) { ownCollider.enabled = false; bigCollider.enabled = false; RaycastHit2D[] hits = new RaycastHit2D[100]; ContactFilter2D filter = new ContactFilter2D(); filter.useTriggers = false; int count = Physics2D.CircleCast(transform.position + (Vector3)hitOffset, hitRadius, direction, filter, hits, hitRadius + dashPower * Time.deltaTime); float distanceDashed = Vector2.Distance(oldPosition, transform.position); ownCollider.enabled = true; bigCollider.enabled = true; Debug.Log("hit something!"); //Debug.Log(distanceDashed); if (count > 0) { for (int i = 0; i < 100; i++) { heroScript other = hits[0].collider.transform.parent.GetComponentInParent <heroScript>(); if (other != null) { other.StartCoroutine(other.wasBumped(stunDuration, direction * distanceDashed)); } } StartCoroutine(DashCooldown()); yield break; //returns } rb.AddForce(direction * dashPower, ForceMode2D.Impulse); currentTime += Time.deltaTime; yield return(new WaitForEndOfFrame()); } StartCoroutine(DashCooldown()); }
// Use this for initialization void Start() { Hero_Script = hero_GameObject.GetComponent <heroScript>(); Main_GameObject = GameObject.Find("Main"); main_Script = Main_GameObject.GetComponent <Main>(); }