public void Start() { //测试 anim = GetComponentInChildren <AnimatorPlay>(); pool = GameObject.FindGameObjectWithTag("Respawn").GetComponent <BulletPool>(); dazzleInsist = anim.currentAnimName == AnimationName.swordAttack_3 || anim.currentAnimName == AnimationName.gunAttack_3; }
/// <summary> /// 初始化其他引用 /// </summary> private void InitReference() { anim = GetComponentInChildren <AnimatorPlay>(); chState = GetComponent <CharacterState>(); navMeshAgent = GetComponent <NavMeshAgent>(); chSkill = GetComponent <CharacterSkillSystem>(); }
// Use this for initialization void Awake() { coolMask = transform.GetChild(0).GetComponent <UITexture>(); //UIEventListener.Get(gameObject).onClick = FillAll; coolMask.fillAmount = 0; anim = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <AnimatorPlay>(); }
public void Start() { // print(gameObject.name + "的血量为:" + hp); //加载受击点 anim = GetComponentInChildren <AnimatorPlay>(); hpSlider = GetComponentInChildren <UISlider>(); }
// Use this for initialization void Start() { base.Start(); anim = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <AnimatorPlay>(); shift = GetTrigger("ShiftWeapon"); shift.onClick += GetComponentInChildren <CoolTime>().FillAll; shift.onClick += Shift; }
public void Start() { // print(gameObject.name + "的血量为:" + hp); //加载受击点 if (!string.IsNullOrEmpty(hitName)) { hitPos = transform.Find(hitName); } anim = GetComponentInChildren <AnimatorPlay>(); }
public void Start() { anim = GetComponent <AnimatorPlay>(); }
// Use this for initialization void Start() { playerState = GetComponent <CharacterState>(); playerMotor = GetComponent <CharacterMotor>(); anim = GetComponentInChildren <AnimatorPlay>(); }
/// <summary> /// 初始化其他引用 /// </summary> private void InitReference() { anim = GetComponentInChildren <AnimatorPlay>(); chState = GetComponent <CharacterState>(); }
void Start() { skillManager = GetComponent <CharacterSkillManager>(); chState = GetComponent <CharacterState>(); anim = GetComponent <AnimatorPlay>(); }
private void Start() { state = GetComponent <CharacterState>(); anim = GetComponentInChildren <AnimatorPlay>(); }