//在UI的开始按钮中调用 //在UI的开始按钮中调用 public void InitVelo() { if (anim == null) { anim = this.GetComponent <Animator>(); } if (scriPropUI == null) { scriPropUI = GameObject.FindGameObjectWithTag("PropUI").GetComponent <PropUI>(); } if (rigidHaze == null) { rigidHaze = this.GetComponent <Rigidbody2D>(); } anim.SetBool("isBegin", true); StartCoroutine("Attack"); Destroy(objectMark); rigidHaze = this.GetComponent <Rigidbody2D>(); float city = Application.loadedLevelName[0] - '0'; float custPass = Application.loadedLevelName[2] - '0'; RandomVeloMul(city, custPass);//随机NPC的速度 defaVelocity = new Vector2(CityHoriVelo(city, custPass), CityVertiVelo(city, custPass)); rigidHaze.velocity = new Vector2(defaVelocity.x, 0); Debug.Log(defaVelocity + "46541561651651"); }
void Start () { GameObject temp = (GameObject)GameObject.FindGameObjectWithTag("Player"); playerTrans = temp.GetComponent<Transform>(); scriPlay = temp.GetComponent<PlayerControl>(); GameObject objectPropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); propUI = objectPropUI.GetComponent<PropUI>(); }
void Start() { GameObject temp = (GameObject)GameObject.FindGameObjectWithTag("Player"); playerTrans = temp.GetComponent <Transform>(); scriPlay = temp.GetComponent <PlayerControl>(); GameObject objectPropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); propUI = objectPropUI.GetComponent <PropUI>(); }
public void Init(Vector3 posi) { this.transform.position = posi; Rigidbody2D rigid2D = this.GetComponent<Rigidbody2D>(); rigid2D.velocity = new Vector2(15, 0); GameObject gamePropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); scriPropUI = gamePropUI.GetComponent<PropUI>(); isInit = true; Transform transChild = transform.FindChild("Hotspot").GetComponent<Transform>(); transChild.parent = null; Destroy(transChild.gameObject); }
public void Init(Vector3 posi) { this.transform.position = posi; Rigidbody2D rigid2D = this.GetComponent <Rigidbody2D>(); rigid2D.velocity = new Vector2(15, 0); GameObject gamePropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); scriPropUI = gamePropUI.GetComponent <PropUI>(); isInit = true; Transform transChild = transform.FindChild("Hotspot").GetComponent <Transform>(); transChild.parent = null; Destroy(transChild.gameObject); }
//在UI的开始按钮中调用 //在UI的开始按钮中调用 public void InitVelo() { if (anim == null) anim = this.GetComponent<Animator>(); if (scriPropUI == null) scriPropUI = GameObject.FindGameObjectWithTag("PropUI").GetComponent<PropUI>(); if (rigidHaze == null) rigidHaze = this.GetComponent<Rigidbody2D>(); anim.SetBool("isBegin", true); StartCoroutine("Attack"); Destroy(objectMark); rigidHaze = this.GetComponent<Rigidbody2D>(); float city = Application.loadedLevelName[0] - '0'; float custPass = Application.loadedLevelName[2] - '0'; RandomVeloMul(city, custPass);//随机NPC的速度 defaVelocity = new Vector2(CityHoriVelo(city, custPass), CityVertiVelo(city, custPass)); rigidHaze.velocity = new Vector2(defaVelocity.x, 0); Debug.Log(defaVelocity + "46541561651651"); }
/**************************************** * paraTransPlayer 用于确立绳子的起始位置 * paraTransHaze 用于确立绳子的结束位置 * 操作结果:设置绳子的起始与终止位置,设置绳子的宽度 ****************************************/ //函数在初始化绳子的时候被调用 //巫焕哲修改 //添加一个参数 Transform CamTra,用于传入摄像机 public void InitRope(Transform paraTransPlayer, Transform paraTransHaze,Transform CamTra) { lineRender = this.GetComponent<LineRenderer>();//实例化的时候start函数执行出错,所以在这里获取脚本 scriPropUI = GameObject.FindGameObjectWithTag("PropUI").GetComponent<PropUI>(); transPlayer = paraTransPlayer; playerControl = paraTransPlayer.GetComponent<PlayerControl>(); transNearestHaze = paraTransHaze;//设置NPC的为位置 SetPosi();//设置绘制绳子时的起始于终点位置 lineRender.SetWidth(widthBegin, widthEnd); isInit = true; //巫焕哲添加 // float cameraMovDis = endPosi.x - transPlayer.position.x; GameObject.Instantiate(ropeEffect, transPlayer.position, Quaternion.identity); transPlayer.position = endPosi; //巫焕哲添加 //用于把摄像机移动一段距离 CamTra.position = new Vector3(CamTra.position.x + cameraMovDis, CamTra.position.y, CamTra.position.z); Debug.Log("PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP" + cameraMovDis); }
/**************************************** * paraTransPlayer 用于确立绳子的起始位置 * paraTransHaze 用于确立绳子的结束位置 * 操作结果:设置绳子的起始与终止位置,设置绳子的宽度 ****************************************/ //函数在初始化绳子的时候被调用 //巫焕哲修改 //添加一个参数 Transform CamTra,用于传入摄像机 public void InitRope(Transform paraTransPlayer, Transform paraTransHaze, Transform CamTra) { lineRender = this.GetComponent <LineRenderer>();//实例化的时候start函数执行出错,所以在这里获取脚本 scriPropUI = GameObject.FindGameObjectWithTag("PropUI").GetComponent <PropUI>(); transPlayer = paraTransPlayer; playerControl = paraTransPlayer.GetComponent <PlayerControl>(); transNearestHaze = paraTransHaze; //设置NPC的为位置 SetPosi(); //设置绘制绳子时的起始于终点位置 lineRender.SetWidth(widthBegin, widthEnd); isInit = true; //巫焕哲添加 // float cameraMovDis = endPosi.x - transPlayer.position.x; GameObject.Instantiate(ropeEffect, transPlayer.position, Quaternion.identity); transPlayer.position = endPosi; //巫焕哲添加 //用于把摄像机移动一段距离 CamTra.position = new Vector3(CamTra.position.x + cameraMovDis, CamTra.position.y, CamTra.position.z); Debug.Log("PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP" + cameraMovDis); }
void Start () { objectPropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); propUI = objectPropUI.GetComponent<PropUI>(); }
void Start() { GameObject objectPropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); propUI = objectPropUI.GetComponent <PropUI>(); }
void Start () { GameObject gamePropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); scriPropUI = gamePropUI.GetComponent<PropUI>(); }
void Start() { GameObject gamePropUI = (GameObject)GameObject.FindGameObjectWithTag("PropUI"); scriPropUI = gamePropUI.GetComponent <PropUI>(); }
void Awake() { anim = this.GetComponent<Animator>(); scriPropUI = GameObject.FindGameObjectWithTag("PropUI").GetComponent<PropUI>(); rigidHaze = this.GetComponent<Rigidbody2D>(); }
void Awake() { anim = this.GetComponent <Animator>(); scriPropUI = GameObject.FindGameObjectWithTag("PropUI").GetComponent <PropUI>(); rigidHaze = this.GetComponent <Rigidbody2D>(); }