// Use this for initialization void Start() { health = 5; inv = 0; pMove = GetComponent<MoveTest> (); anim = GetComponent<Animator> (); }
// Use this for initialization void Start() { p = GameObject.Find ("Player"); pStats = p.GetComponent<PlayerStats> (); pMove = p.GetComponent<MoveTest> (); pAttack = p.GetComponent<PlayerAttack> (); isAlive = true; }
// Use this for initialization void Start() { comboTime1 = 0.0f; combo = 0; pMove = GetComponent<MoveTest> (); fire = wind = elec = false; playr = GameObject.FindGameObjectWithTag ("Player"); stats = playr.GetComponent<PlayerStats> (); beatTrack = 0; }
void Awake() { cubeScript = cube.GetComponent<MoveTest>(); bookScript = book.GetComponent<BookMove>(); foodScript = food.GetComponent<FoodMove>(); foodScript.mainScipt = this; cubeAnim = cube.GetComponentInChildren<Animation>(); foreach (AnimationState state in cubeAnim) { state.speed = 0.5f; } }
// Start is called before the first frame update void Start() { Player_1 = GameObject.Find("Player_1"); Player_2 = GameObject.Find("Player_2"); Player_3 = GameObject.Find("Player_3"); Player_4 = GameObject.Find("Player_4"); script_1 = Player_1.GetComponent <MoveTest>(); script_2 = Player_2.GetComponent <MoveTest>(); script_3 = Player_3.GetComponent <MoveTest>(); script_4 = Player_4.GetComponent <MoveTest>(); }
// Use this for initialization void Start() { maxDist = 3.0f; startX = transform.position.x; startY = transform.position.y; startZ = transform.position.z; p = GameObject.Find ("Player"); pMove = p.GetComponent<MoveTest> (); pAttack = p.GetComponent<PlayerAttack> (); if (pMove.isRight == 1) dir = 1; if (pMove.isRight == -1) dir = -1; }
// Use this for initialization void Start() { comboTime1 = 0.0f; combo = 0; pMove = GetComponent<MoveTest> (); if (Application.loadedLevel == 1) { fire = wind = elec = false; ult1 = ult2 = ult3 = false; } isAttacking = false; barrier.SetActive (false); //rhythm meter declaration p = GameObject.FindGameObjectWithTag ("Player"); stats = p.GetComponent<PlayerStats> (); beatTrack = 0; }
void OnTriggerEnter(Collider other) { if (other.tag != "Enemy") { return; } Enemy_Move_Scripts = other.GetComponent <MoveTest>(); Enemy_Move_Scripts.Is_Velocity = false;//적의 움직임을 중단시킨다. Rigidbody rb = other.GetComponent <Rigidbody>(); Enemy_rb = rb; rb.velocity = Vector3.zero; Enemy_rb.AddExplosionForce(500f, transform.position, 5f); Debug.Log("aaa"); Knock_back_col.enabled = false; //여기서 코루틴 써서 0.5초올라가고 0.5초기절후 다시 내려오는걸로 StartCoroutine(After_Collider()); }
private void Prepare(Collider other) { Is_Start = true; //시작상태로 변경 Enemy = other; //콜라이더에 들어온 것을 에너미로 지정 Enemy_rb = other.GetComponent <Rigidbody>(); //집어온 것의 리지드바디 가져오기 //임시적인 에너미의 움직임스크립트 가져오기 Enemy_Move_Scripts = other.GetComponent <MoveTest>(); //만일 에너미에 에너미 무브스크립트가 없었다면 여기서 거름 if (Enemy_Move_Scripts == null) { return; } //잡힌 에너미의 속도 없애기 Enemy_Move_Scripts.Is_Velocity = false; Enemy_rb.velocity = Vector3.zero; //자식으로 달기 Enemy_rb.transform.SetParent(transform); }
// Use this for initialization void Start () { p = GameObject.Find ("Player"); pStats = p.GetComponent<PlayerStats> (); pMove = p.GetComponent<MoveTest> (); }
// Start is called before the first frame update void Awake() { instance = this; }