void Awake() { agent = GetComponent <MoveSprite>(); InvokeRepeating("UpdateTarget", 0.0f, 0.1f); attackCool = 0; leashPos = transform.position; }
private void animationPreview_SpriteDragComplete(object sender, EventArgs e) { var args = e as SpriteDragArgs; var mod = new MoveSprite(frameSprites, frameSpriteListBox, args.DragDistance); mod.Undo(); DoModification(mod); }
void init() { //isKeyPress = false; fectorTime = 1.5f; CustomButton = this.transform.Find("CustomButton").GetComponent <ButtonOnPress>(); CustomButton.AddListener((int)BUTTON_STATE.BTNCUSTOM, PvpBtnOnPress); CustomButton.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f); // TweenColor.Begin (CustomButton.gameObject,0f,Color.black); // TweenColor.Begin (CustomButton.gameObject,1f,Color.white); // UICommonMethod.TweenAlphaBegin (CustomButton.gameObject,0.2f,0,UITweener.Style.Once); // MoveSprite scaleAlpha = new MoveSprite (); //scaleAlpha.CustonScaleAlpha (CustomButton.gameObject,0.5f,1f,0.6f); BtnModeSelect = this.transform.Find("ModeSelect"); MoneyLabel = new UILabel[BtnModeSelect.childCount]; BtnMove = new ButtonOnPress[BtnModeSelect.childCount]; SpriteBg = new UISprite[BtnModeSelect.childCount]; for (int i = 0; i < BtnModeSelect.childCount; i++) { BtnMove[i] = BtnModeSelect.Find(modeName[i]).GetComponent <ButtonOnPress>(); BtnMove[i].AddListener(i + 1, PvpBtnOnPress); MoneyLabel[i] = BtnMove[i].transform.Find("bBar/num").GetComponent <UILabel>(); MoneyLabel[i].text = "55"; SpriteBg[i] = BtnMove[i].transform.Find("pane").GetComponent <UISprite>(); SpriteBg[i].gameObject.SetActive(false); } ButtonOnPress tep = BtnMove [2]; BtnMove [2] = BtnMove [1]; BtnMove [1] = tep; int index = -1210; //X偏移值 float time = 0.08f; for (int i = 0; i < BtnModeSelect.childCount; i++, index += Interval) { MoveSprite ms = new MoveSprite(); ms.SetMoveState(time, BtnMove[i].gameObject, duringTime[i], new Vector3(index - 20 + (i * 10), 0, 0)); } //FriendButton = this.transform.FindChild("Training/FriendsListBtn").GetComponent<ButtonOnPress>(); MatteBg = this.transform.Find("Matte/Sprite").GetComponent <UISprite>(); EffectLine = this.transform.Find("pvp_line/flash").gameObject; GradualChange = this.transform.Find("Training").GetComponent <UISlider>(); ChangeDate = GradualChange.transform.Find("BottomBar").GetComponent <UISprite>(); BtnGuide = this.transform.Find("Training/Button"); for (int i = 0; i < BtnGuide.childCount; i++) { ButtonOnPress btn = BtnGuide.Find("Guide" + (i + 1)).GetComponent <ButtonOnPress>(); btn.AddListener(i + 4, PvpBtnOnPress); } BtnCancel = this.transform.Find("Time/button").GetComponent <ButtonOnPress>(); CountDownTime = this.transform.Find("Time/Time").GetComponent <UILabel>(); MatchNumber = this.transform.Find("Time/Num").GetComponent <UILabel>(); MatchNumber.text = "(1/6)"; BtnCancel.AddListener((int)BUTTON_STATE.BTN_CANCEL, PvpBtnOnPress); BtnCancel.transform.parent.gameObject.SetActive(false); //FriendButton.AddListener((int)BUTTON_STATE.BTN_FRIENDLIST, PvpBtnOnPress); }
void Start() { defaultScale = transform.localScale; GetComponent <Rigidbody2D>().centerOfMass = centerOfMass.localPosition; boatPortLevelEnd = FindObjectOfType <EndOfLevel>().transform.parent.GetComponent <MoveSprite>(); // HELP: how do we ignore this line when in the menu? GameManager.npcPointsSystem.OnPointsChanged += NpcPointsSystem_OnPointsChanged; peopleOnBoat = GameManager.npcPointsSystem.currentPoints; if (peopleCountBar != null) { peopleCountBar.SetVelocity(peopleOnBoat); } }
//Awake is always called before any Start functions void Awake() { // grab each component trigger1 = triggerObject1.GetComponent <Collider1>(); trigger2 = triggerObject2.GetComponent <Collider2>(); trigger3 = triggerObject3.GetComponent <Collider3>(); playerx = player.GetComponent <PartyGoer>(); moveSprite = player.GetComponent <MoveSprite>(); for (int num = 0; num < enemies.Count; num++) { enemix.Add(enemies[num].GetComponent <PartyGoer>()); enemovement.Add(enemies[num].GetComponent <MoveSprite>()); } //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene //DontDestroyOnLoad(gameObject); //Get a component reference to the attached BoardManager script //boardScript = GetComponent<BoardManager2>(); //Call the InitGame function to initialize the first level InitGame(); stress_visual.value = stress; time_count.text = "Time:" + hours + ": 0" + minutes + " pm"; }
void Start() { health = maxHealth; agent = GetComponent <MoveSprite>(); part = GetComponent <ParticleSystem>(); }