Esempio n. 1
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    void Start()
    {
        PlayerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <NinjaMovementScript> ();
        //Start the distance checks. (When player gets close enough, Wake up. When he gets far enough, Go back to sleep.
        InvokeRepeating("CheckPlayerDistance", 0.5f, 0.5f);

        MySpriteOriginalScale            = MySpriteOBJ.transform.localScale;
        MySpriteOBJ.transform.localScale = new Vector3(-MySpriteOriginalScale.x, MySpriteOBJ.transform.localScale.y, 1f);
        ParticleTrail.emissionRate       = 0;
    }
Esempio n. 2
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    void Start()
    {
        enemy_fsm.addState("Idle", idelState());
        enemy_fsm.addState("Stroll", strollState()); //闲逛
        enemy_fsm.addState("Search", searchState());
        enemy_fsm.addState("Die", dieState());

        enemy_fsm.init("Idle");

        PlayerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <NinjaMovementScript>();
    }
Esempio n. 3
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 //如果死亡,执行死亡,在复活点复活
 void OnCollisionEnter2D(Collision2D coll)
 {
     if (coll.gameObject.tag == "Player")
     {
         if (NinjaScript == null)
         {
             NinjaScript = GameObject.FindGameObjectWithTag("Player").GetComponent <NinjaMovementScript>();
         }
         NinjaScript.NinjaDies();
     }
 }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        controller   = GetComponent <CharacterController>();
        theRigidbody = GetComponent <Rigidbody>();
        moveDistance = new Vector3(0, 0, 0);
        base.Start();

        PlayerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <NinjaMovementScript>();
        ParticleTrail.emissionRate = 0;

        InvokeRepeating("CheckPlayerDistance", 0.5f, 0.5f);

        MySpriteOriginalScale            = MySpriteOBJ.transform.localScale;
        MySpriteOBJ.transform.localScale = new Vector3(-MySpriteOriginalScale.x, MySpriteOBJ.transform.localScale.y, 1f);

        aiFsm.addState("sleep", Sleep());
        aiFsm.addState("awake", Awake());
        aiFsm.addState("dead", Dead());
        aiFsm.init("awake");
    }