public void Awake() { m_steering = GetComponent <KeepPosition>(); m_blackboard = GetComponent <LaserEnemyBlackboard>(); m_currentState = EState.INITIAL; m_nextState = EState.KEEP_POSITION; m_attackTimer = new Timer(m_blackboard.m_soloAttackCooldown); m_steering.enabled = false; }
void Awake() { m_currentState = EState.INITIAL; m_blackboard = GetComponent <LaserEnemyBlackboard>(); m_laser = GetComponent <LineRenderer>(); m_steering = GetComponent <KeepPosition>(); m_laser.enabled = false; m_steering.enabled = false; m_attackTimer = new Timer(m_blackboard.m_companionAttackCooldown); m_postAttackTimer = new Timer(m_blackboard.m_companionAttackWaitTime); }
/* * private void Awake() * { * GameState.OnEndGame += ClearStage; * } */ /* * void Start () * { * currentTipIndex = startTipIndex - 1; * UpdateStage(preInstantiate); * } */ public void Begin() { // (이어하기가 아닌) 시작 시 씬 전체를 초기화(캐릭터, 스테이지, 장애물, 몬스터, 배경등) if (!m_Rerun) { inGame = true; //backGroundGenerator.Begin(); KeepPosition keepPosition = sideTrigger.GetComponent <KeepPosition>(); keepPosition.IsGame(true); playerController.gameObject.SetActive(true); //playerController = Instantiate(playerController); //characterSlot = playerController.characterSlot; // Spawn the player Skin player = Instantiate(SkinDatabase.GetSkin(SkinDatabase.skinNameList[PlayerData.instance.usedSkin]), Vector3.zero, Quaternion.identity); player.transform.SetParent(characterSlot, false); //Camera.main.transform.SetParent(characterController.transform, true); //player.SetupAccesory(PlayerData.instance.usedAccessory); if (playerController.character == null) { playerController.character = player; } playerController.stageManager = this; playerController.Init(); cameraController.Begin(); //characterController.Init(); //characterController.CheatInvincible(invincible); //m_CurrentThemeData = ThemeDatabase.GetThemeData(PlayerData.instance.themes[PlayerData.instance.usedTheme]); //m_CurrentZone = 0; //m_CurrentZoneDistance = 0; //skyMeshFilter.sharedMesh = m_CurrentThemeData.skyMesh; //RenderSettings.fogColor = m_CurrentThemeData.fogColor; //RenderSettings.fog = true; gameObject.SetActive(true); playerController.gameObject.SetActive(true); playerController.Star = 0; playerController.Coin = 0; //characterController.coins = 0; //characterController.premium = 0; //m_Score = 0; //m_ScoreAccum = 0; //m_SafeSegementLeft = k_StartingSafeSegments; //Coin.coinPool = new Pooler(currentTheme.collectiblePrefab, k_StartingCoinPoolSize); PlayerData.instance.StartRunMissions(this); currentTipIndex = startTipIndex - 1; backGCurrentTipIndex = backGStartTipIndex - 1; #if UNITY_ANALYTICS AnalyticsEvent.GameStart(new Dictionary <string, object> { //{ "theme", m_CurrentThemeData.themeName}, { "character", player.characterName } //{ "accessory", PlayerData.instance.usedAccessory >= 0 ? player.accessories[PlayerData.instance.usedAccessory].accessoryName : "none"} }); #endif } playerController.Begin(); //gameObject.SetActive(true); UpdateStage(preInstantiate); UpdateBackGStage(backGPreInstantiate); }