void Awake() { instance = this; myAgent = GetComponent <NavMeshAgent>(); myAgent.updateRotation = false; myPointerRect = Pointer_Manager.instance.GetComponent <RectTransform>(); }
void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag == "Miscellaneous food" || other.gameObject.tag == "Meat food" || other.gameObject.tag == "Herbivores") { foreach (ContactPoint2D point in other.contacts) { Instantiate(Geteffect, point.point, Quaternion.identity); } gamemanager.GetComponent <Player_Move>().countnext(); transform.parent = Player.transform; SE.play(0); } if (other.gameObject.tag == "no touch") { foreach (ContactPoint2D point in other.contacts) { Instantiate(killeffect, point.point, Quaternion.identity); } Player_Move.controoff(); gamemanager.GetComponent <Player_Move>().gameover(); SE.play(2); } if (other.gameObject.tag == "goal") { foreach (ContactPoint2D point in other.contacts) { Instantiate(goalstar, point.point, Quaternion.identity); } gamemanager.GetComponent <Player_Move>().effectstart(); SE.play(3); } }
public void EndGame() { this.inGame = false; Koma_Rotate.EndRotate(); Player_Move.EndGame(); SceneManager.LoadScene("MainScene"); }
void Start() { rb = GetComponent <Rigidbody2D>(); state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; wallActions = GetComponent <Player_Wall_Actions>(); pJump = GetComponent <Player_Jump>(); pDash = GetComponent <Player_Dash>(); pDive = GetComponent <Player_Dive>(); pCol = GetComponent <Player_Collisions>(); pAttack = GetComponent <Player_Attack>(); move = GetComponent <Player_Move>(); playerManager = GetComponent <PlayerManager>(); rb.drag = 0.5f; rb.mass = 1.5f; ReceiveValues(); moveSpeed = attributes.moveSpeed; jumpVelocity = attributes.jumpVelocity; maxDescendAngle = attributes.maxDescendAngle; dashSpeed = attributes.dashSpeed; momentumFactor = attributes.momentumFactor; wallSlideSpeed = attributes.wallSlideSpeed; pivotTime = attributes.pivotTime; diveAttackTime = attributes.diveAttackTime; momentumTime = attributes.momentumTime; wallStickCooldown = attributes.wallStickCooldown; terminalVel = new Vector2(dashSpeed / 2.0f, dashSpeed / 2.5f); airTerminalVel = new Vector2(dashSpeed / 3.0f, dashSpeed); slopeCollisionMask = attributes.slopeCollisionMask; gravity = attributes.gravity; }
void OnTriggerExit2D(Collider2D col) { if (col.gameObject.tag == "Player") { Player_Move PM = col.GetComponentInParent <Player_Move>(); PM.Speed = PM.maxSpeed; } }
// Start is called before the first frame update void Start() { b = GameObject.Find("MainButton").GetComponent <Button>(); GO = GameObject.Find("GoldDonkey"); PM = GO.GetComponent <Player_Move>(); b.onClick.AddListener(() => PM.Jump()); b.onClick.AddListener(Test); }
void Start() { g_work_array = new int[4]; g_player_move_Script = this.GetComponent <Player_Move>(); g_timer = g_start_timer; g_pushStart_Script = GameObject.Find("StartChackObj").GetComponent <PushStartScri>(); g_undo_Script = GameObject.Find("Game_Controller").GetComponent <Undo_Script>(); }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); com.maxSpeed = 0.187f; com.accel = 0.006f; com.fricForce = 0.003f; }
public void StartGame() { this.inGame = true; Camera_Animation.Instance.SetCameraState(1); Enemy_Chase.SetTargetPlayer(this.playerObject); EnemySpawner.Instance.StartGame(); Player_Move.StartGame(); SoundController.Instance.PlayBGM("Battle"); }
void Awake() { player = GameObject.Find("Player"); player_script = player.GetComponent <Player>(); player_move = gameObject.AddComponent <Player_Move>(); player_status = new Player_Status(); player_status.Initialize(); player_action = gameObject.AddComponent <Player_Action>(); action_stair = gameObject.AddComponent <Action_On_Stair>(); }
public void Start() { player = Player_Manager.Instance.player_script; player_move = Player_Manager.Instance.player_move; player_attack = Player_Manager.Instance.player_attack; action_stair = Player_Manager.Instance.action_stair; actor_status = Actor_Manager.Instance.actor_status; layer = Dungeon_Manager.Instance.map_layer_2D; key_observer = Game.Instance.key_observer; }
// Use this for initialization void Start() { var masterPosition = new Vector3 { x = -7.75f, y = -4.719f, z = 0 }; var secondPosition = new Vector3 { x = -8.15f, y = -4.719f, z = 0 }; if (Player_Move.LocalPlayerInstance == null) { if (!PhotonNetwork.connected && Globals.TwoPlayer) { return; } if (PhotonNetwork.connected) { if (PhotonNetwork.isMasterClient) { PhotonNetwork.Instantiate(this.PlayerPrefab.name, masterPosition, Quaternion.identity, 0); } else { PhotonNetwork.Instantiate(this.PlayerPrefab.name, secondPosition, Quaternion.identity, 0); } } else { Instantiate(PlayerPrefab, masterPosition, Quaternion.identity); } } else { if (!Globals.TwoPlayer || PhotonNetwork.isMasterClient) { Player_Move.LocalPlayerInstance.transform.position = masterPosition; } else { Player_Move.LocalPlayerInstance.transform.position = secondPosition; } Player_Move player = Player_Move.LocalPlayerInstance.GetComponent <Player_Move>(); if (player != null) { player.ResetMario(); } } }
private void Awake() { Application.targetFrameRate = 60; bool titleSceneLoaded = false; foreach (Scene s in SceneManager.GetAllScenes()) { if (s.name == "TitleScene") { titleSceneLoaded = true; } } if (!titleSceneLoaded) { SceneManager.LoadScene("TitleScene", LoadSceneMode.Additive); } Koma_Rotate.EndRotate(); Player_Move.EndGame(); }
public override bool initialize() { System.Collections.Generic.List <Magnetic_Object> magnetic_objects = null;; try { magnetic_objects = new System.Collections.Generic.List <Magnetic_Object>(); foreach (GameObject g in _game_objects) { magnetic_objects.Add(g.GetComponent <IMagnetic>().magnetic_object); } this._player_move = new Player_Move(Player_Info._Player_1, gameObject, this); this._rigidbody = GetComponent <Rigidbody2D>(); //Player_Info._Player_1.initialize(); }catch { return(false); } this._magnetic_sector.add_magnetic_objects(magnetic_objects); return(true); }
// Start is called before the first frame update void Start() { playerMove = GetComponent <Player_Move>(); }
void Awake() { anim = GetComponent <Animator>(); playerMove = GetComponent <Player_Move>(); CurrentHealth = StartingHealth; }
// Use this for initialization void Start() { c2 = GameObject.Find("player").GetComponent <Player_Move>(); c1 = GameObject.Find("EnemySpawner").GetComponent <EnemySpawner>(); }
// Use this for initialization void Start() { playerScript = player.GetComponent<Player_Move>(); }
void Awake() { P_Move = GameObject.Find("Player_Manager").GetComponent <Player_Move>(); P_Stat = GameObject.Find("Player_Manager").GetComponent <Player_Stat>(); }
private Player_Move playerMove; //获取人物移动脚本 private void Start() { playerMove = this.GetComponent <Player_Move>(); target = transform.position; }
// Start is called before the first frame update void Start() { self = GetComponent <Rigidbody2D>(); myMove = GetComponent <Player_Move>(); anim = GetComponent <Animator>(); }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); dropCircle = (GameObject) Instantiate(defaultDropCircle, new Vector3(-1,-1,-1), Quaternion.identity); defaultDropCircle.GetComponent<DropCircle>().dropLevel = Variables.enemyLevel; skillWaitTime[1] = 300; // 300 skillWaitTime[2] = 900; // 600 skillWaitTime[3] = 540; skillWaitTime[4] = 100000; skillWaitTime[5] = 1360; skillWaitTime[0] = 500000; com.skillWaitTime = skillWaitTime; // 스킬 쿨타임, 기다리는 시간 후 그 범위 중 랜덤 com.skillCool[1] = Random.Range(skillWaitTime[1]/2, skillWaitTime[1]); com.skillCool[2] = Random.Range(skillWaitTime[2]/2, skillWaitTime[2]); com.skillCool[3] = Random.Range(skillWaitTime[3]/2, skillWaitTime[3]); com.skillCool[4] = skillWaitTime[4]; com.skillCool[0] = Random.Range(skillWaitTime[0]/2, skillWaitTime[0]); com.skillCool[5] = skillWaitTime[5]; // 기본능력치 com.defaultMaxSpeed = 0.187f; com.defaultAccel = 0.006f; com.drfaultFricForce = 0.003f; if (com._level == 0) // child 능력치 80% { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) // adult 능력치 130% { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } // 재삽입 com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
// Start is called before the first frame update void Start() { playerMove = GetComponent <Player_Move>(); SwapColors(white, blueAzure); }
void Start() { _player = GameObject.Find("Player"); com = _player.GetComponent<Player_Move>(); transform.LookAt(new Vector3(com.transform.position.x, com.transform.position.y, com.transform.position.z)); }
void Start() { move = this.GetComponent <Player_Move>(); anima = this.GetComponent <Animation>(); }
private void Awake() { movement2D = GetComponent <Player_Move>(); animator = GetComponent <Animator>(); }
public override void setCool() { com = enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); rader = (GameObject)Instantiate(defaultRader, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity); rad = rader.GetComponent<Rader>(); skillWaitTime[0] = 300; skillWaitTime[1] = 500; skillWaitTime[2] = 1200; skillWaitTime[3] = 100000; skillWaitTime[4] = 100000; skillWaitTime[5] = 1200; for (int i = 0; i < 6; ++i) com.skillWaitTime[i] = skillWaitTime[i]; for (int i = 0; i < 5; ++i) com.skillCool[i] = Random.Range(0, skillWaitTime[i]); com.skillCool[5] = skillWaitTime[5]; com.defaultMaxSpeed = 0.175f; com.defaultAccel = 0.008f; com.drfaultFricForce = 0.001f; if (com._level == 0) { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; this.transform.position = new Vector3(0, 5, 0); }
void Start() { PM = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Move>(); StartCoroutine(DestroyWeb()); }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); howling = (GameObject)Instantiate(defaultHowling, new Vector3(0, -3, 0), Quaternion.identity); skillWaitTime[1] = 50000; // 만월 / 적월 skillWaitTime[2] = 50000; // 영역표시 skillWaitTime[3] = 550; // 할퀴기 skillWaitTime[4] = 1000; // 하울링 skillWaitTime[5] = 50000; skillWaitTime[0] = 50000; com.skillWaitTime[1] = skillWaitTime[1]; com.skillWaitTime[2] = skillWaitTime[2]; com.skillWaitTime[3] = skillWaitTime[3]; com.skillWaitTime[4] = skillWaitTime[4]; com.skillWaitTime[0] = skillWaitTime[0]; com.skillWaitTime[5] = skillWaitTime[5]; com.skillCool[1] = Random.Range(0, skillWaitTime[1]); com.skillCool[2] = Random.Range(0, skillWaitTime[2]); com.skillCool[3] = Random.Range(0, skillWaitTime[3]); com.skillCool[4] = Random.Range(0, skillWaitTime[4]); com.skillCool[0] = Random.Range(0, skillWaitTime[0]); com.skillCool[5] = skillWaitTime[5]; com.defaultMaxSpeed = 0.225f; com.defaultAccel = 0.012f; com.drfaultFricForce = 0.002f; if (com._level == 0) { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); skillWaitTime[1] = 50000; // 만월 / 적월 skillWaitTime[2] = 2500; // 영역표시 skillWaitTime[3] = 300; // 할퀴기 skillWaitTime[4] = 700; // 하울링 skillWaitTime[5] = 2200; skillWaitTime[0] = 50000; if(this._enemy == Variables.enemy1) { moon = Instantiate(defaultMoon); this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity); skillWaitTime[1] = 500; } else if (this._enemy == Variables.enemy2) { this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity); skillWaitTime[1] = 50000; skillWaitTime[2] = 50000; } for(int i = 0; i<6;++i) com.skillWaitTime[i]=skillWaitTime[i]; for (int i=0; i<5; ++i) com.skillCool [i] = Random.Range (0, skillWaitTime [i]); com.skillCool[5] = skillWaitTime[5]; com.defaultMaxSpeed = 0.225f; com.defaultAccel=0.012f; com.drfaultFricForce=0.002f; if(com._level == 0) { com.defaultMaxSpeed*=0.8f; com.defaultAccel*=0.8f; com.drfaultFricForce*=0.8f; } else if(com._level == 2) { com.defaultMaxSpeed*=1.3f; com.defaultAccel*=1.3f; com.drfaultFricForce*=1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
// Use this for initialization void Start() { Score = GameObject.Find("Player").GetComponent <Player_Move>(); score = Score.score; }
void Awake() { instance = this; myAgent = GetComponent<NavMeshAgent>(); myAgent.updateRotation = false; myPointerRect = Pointer_Manager.instance.GetComponent<RectTransform>(); }
public override void setCool() { skillWaitTime[0] = 300; skillWaitTime[1] = 900; skillWaitTime[2] = 1200; skillWaitTime[3] = 100000; skillWaitTime[4] = 100000; skillWaitTime[5] = 1200; com = _enemy.GetComponent<Enemy_Move>(); for(int i = 0; i<6;++i) com.skillWaitTime[i]=skillWaitTime[i]; for (int i=0; i<5; ++i) com.skillCool [i] = Random.Range (0, skillWaitTime [i]); com.skillCool[5] = skillWaitTime[5]; user = com._player.GetComponent<Player_Move>(); com.defaultMaxSpeed = 0.225f; com.defaultAccel=0.012f; com.drfaultFricForce=0.003f; if(com._level == 0) { com.defaultMaxSpeed*=0.8f; com.defaultAccel*=0.8f; com.drfaultFricForce*=0.8f; } else if(com._level == 2) { com.defaultMaxSpeed*=1.3f; com.defaultAccel*=1.3f; com.drfaultFricForce*=1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
// Use this for initialization void Start() { gamePlayer = FindObjectOfType <Player_Move>(); }
public void init() { Player_Move playerposition = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Move>(); AngletoMouse = playerposition.AngletoMouse; }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); kang = GetComponent<kangaroo>(); user = com._player.GetComponent<Player_Move>(); skillWaitTime[1] = 500000; skillWaitTime[2] = 1200; skillWaitTime[3] = 720; skillWaitTime[4] = 100000; skillWaitTime[5] = 500000; skillWaitTime[0] = 500000; _dropCircle = (GameObject)Instantiate(dropCircle, new Vector3(-1, -1, -1), Quaternion.identity); com.skillWaitTime[1] = skillWaitTime[1]; com.skillWaitTime[2] = skillWaitTime[2]; com.skillWaitTime[3] = skillWaitTime[3]; com.skillWaitTime[4] = skillWaitTime[4]; com.skillWaitTime[0] = skillWaitTime[0]; com.skillWaitTime[5] = skillWaitTime[5]; com.skillCool[1] = Random.Range(skillWaitTime[1]/3, skillWaitTime[1]); com.skillCool[2] = Random.Range(skillWaitTime[2]/3, skillWaitTime[2]); com.skillCool[3] = Random.Range(skillWaitTime[3]/3, skillWaitTime[3]); com.skillCool[4] = skillWaitTime[4]; com.skillCool[0] = Random.Range(skillWaitTime[0]/3, skillWaitTime[0]); com.skillCool[5] = skillWaitTime[5]; // 기본능력치 com.defaultMaxSpeed = 0.187f; com.defaultAccel = 0.006f; com.drfaultFricForce = 0.003f; if (com._level == 0) // child 능력치 80% { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) // adult 능력치 130% { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }