// * this function is meant to be called by the CharController upon player death and revival // update rightOfWay and camera targets based upon player death or revival void PlayerIsAlive(PlayerAlive pinfo) { if (!pinfo.alive) { UpdateRightOfWay(pinfo.playerid); } GetLivePlayers(); }
void Start() { cc = GetComponent <CharacterController>(); anim = GetComponent <Animation>(); rigidbodies = GetComponentsInChildren <Rigidbody>(); playerAlive = GetComponent <PlayerAlive>(); }
private IEnumerator Main() { // 플레이어 생성 PlayerAlive player = GameSystem._Instance.CreatePlayer<PlayerAlive>(); player.Init(PlayName.player_black, 0.0f, -0.7f, 0.0f); // YO! // 보스 생성 Boss boss = GameSystem._Instance.CreateEnemy<Boss>(); boss.Init(BossName.boss_blue, 0.0f, GameSystem._Instance._MaxY + 0.1f, 0.0f); yield return null; }
private IEnumerator Main() { // 플레이어 생성 PlayerAlive player = GameSystem._Instance.CreatePlayer<PlayerAlive>(); Vector2 PlayerSpawnPos = _PlayerSpawnPosition; player.Init("Common/Player_Black", PlayerSpawnPos.x, PlayerSpawnPos.y, 0.0f); // 보스 생성 Boss boss = GameSystem._Instance.CreateEnemy<Boss>(); boss.Init("Common/Boss_Orange", -0.5f, 1.3f, 0.0f); yield return null; }
// Use this for initialization void Start() { nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); nav.radius = 3f; nav.height = 7f; nav.baseOffset = -1f; nav.speed = 3.5f; anim.speed = 1.2f; player = GameObject.Find("Player"); playerAlive = GameObject.Find("Player").GetComponent <PlayerAlive>(); alive = playerAlive.alive; }
private void OnTriggerEnter(Collider collision) { if (collision.gameObject.transform.CompareTag("Player")) { PlayerAlive pl = collision.transform.root.gameObject.GetComponent <PlayerAlive>(); if (pl.isAlive == true) { Debug.Log("Dead"); pl.isAlive = false; pl.health -= 1; } } }
private IEnumerator Main() { PlayerAlive player = GameSystem._Instance.CreatePlayer <PlayerAlive>(); player.Init(PlayName.player_black, 0.0f, -0.7f, 0.0f); // YO! Boss boss = GameSystem._Instance.CreateEnemy <Boss>(); boss.Init(BossName.boss_blue, 0.0f, GameSystem._Instance._MaxY + 0.1f, 0.0f); // EditorSystem editorSystem = Object.FindObjectOfType <EditorSystem>(); editorSystem.setBoss(boss); yield return(null); }
private void Start() { pa = character.GetComponent <PlayerAlive>(); }
// Use this for initialization void Start() { nextSound = Time.time + 5f; audS = GetComponent <AudioSource> (); alive = GetComponent <PlayerAlive> (); }
// Use this for initialization void Start() { player = GetComponentInParent <PlayerAlive> (); }
private IEnumerator Main() { // 플레이어 생성 PlayerAlive player = GameSystem._Instance.CreatePlayer<PlayerAlive>(); Vector2 PlayerSpawnPos = _PlayerSpawnPosition; player.Init("Common/Player_Black", PlayerSpawnPos.x, PlayerSpawnPos.y, 0.0f); yield return new WaitForAbsFrames(300); _uiStageText.SetAlign(TextAnchor.MiddleCenter); _uiStageText.SetAnchorPoistion(0.5f, 0.5f); _uiStageText.SetText("Shooting Beats! Tutorial"); _uiStageText.SetActive(true); yield return new WaitForAbsFrames(540); _uiStageText.SetText("with Ievan Polkka"); yield return new WaitForAbsFrames(700); _uiStageText.SetText("Are you ready?"); yield return new WaitForAbsFrames(900); _uiStageText.SetText("Let's start!"); yield return new WaitForAbsFrames(960); _uiStageText.SetActive(false); yield return new WaitForAbsFrames(1026); // 아야챠챠 _uiStageText.SetAlign(TextAnchor.MiddleRight); _uiStageText.SetAnchorPoistion(0.9f, 0.5f); _uiStageText.SetSize(_stageTextDefaultWidth * 0.6f, _stageTextDefaultHeight * 2.0f); _uiStageText.SetText("Dodge bullets\nby touch and drag"); _uiStageText.SetActive(true); _coroutineManager.StartCoroutine(SideAim(0, 0.02f, 60, 16)); // 마바 리빠빠 yield return new WaitForFrames(60 * 4 * 2); // 야바린간 _uiStageText.SetText("Colored rectangle is\nmove touch area"); GameSystem._Instance._MoveInputArea.SetVisible(true); yield return new WaitForFrames(60 * 4); // 맀빠린단 GameSystem._Instance._MoveInputArea.SetVisible(false); yield return new WaitForAbsFrames(1986); // 아야챠챠 _uiStageText.SetText("Colored rectangle is\npause touch area"); GameSystem._Instance._PauseInputArea.SetVisible(true); _coroutineManager.StartCoroutine(SideAim(2, 0.02f, 60, 8)); yield return new WaitForFrames(60 * 4); // 마바 리빠빠 GameSystem._Instance._PauseInputArea.SetVisible(false); yield return new WaitForFrames(60 * 4); // 야바린간 #if UNITY_ANDROID _uiStageText.SetText("You can also pause\n with the Back button"); #else _uiStageText.SetActive(false); #endif _coroutineManager.StartCoroutine(SideAim(3, 0.02f, 60, 8)); // 맀빠린단 yield return new WaitForAbsFrames(2946); // 간주 _uiStageText.SetActive(false); _coroutineManager.StartCoroutine(CornerAim(0.02f, 60, 2)); yield return new WaitForFrames(60 * 4 * 2); _coroutineManager.StartCoroutine(CornerAim(0.02f, 30, 4)); yield return new WaitForAbsFrames(3906); // YO! _uiStageText.SetText("Each beat has\nthe Beat Core"); _uiStageText.SetActive(true); // 보스 생성 Boss boss = GameSystem._Instance.CreateEnemy<Boss>(); boss.Init("Common/Boss_Miku", 0.0f, GameSystem._Instance._MaxY + 0.1f, 0.0f); yield return new WaitForAbsFrames(4386); // 간주(야바린간) _uiStageText.SetText("Shooting Beat Core\nwill increase score"); yield return new WaitForAbsFrames(4866); // 아야챠챠 _uiStageText.SetAlign(TextAnchor.MiddleCenter); _uiStageText.SetAnchorPoistion(0.5f, 0.5f); _uiStageText.SetText("And the last tip:"); _coroutineManager.StartCoroutine(SideAim(0, 0.02f, 60, 4)); yield return new WaitForFrames(60 * 4); // 마바 리빠빠 _uiStageText.SetText(RandomTip()); _coroutineManager.StartCoroutine(SideAim(2, 0.02f, 60, 4)); yield return new WaitForFrames(60 * 4); _uiStageText.SetText("Ready"); _coroutineManager.StartCoroutine(SideAim(3, 0.02f, 60, 4)); yield return new WaitForAbsFrames(5586); // 마마마 린간 덴간 린간 덴간 _coroutineManager.StartCoroutine(SetTextLetsSpin()); }