private void Start() { for (int i = 0; i < m_bCoolTimeDown.Length; ++i) { m_bCoolTimeDown[i] = true; } m_UIPlayerState = FindObjectOfType <UIPlayerState>(); }
private void Start() { m_PlayerController = FindObjectOfType <PlayerController>(); m_MonsterManager = FindObjectOfType <MonsterManager>(); m_ParticleManager = GetComponent <ParticleManager>(); m_FollwCamera = FindObjectOfType <FollwCamera>(); m_PlayerState = FindObjectOfType <UIPlayerState>(); m_UIMng = FindObjectOfType <UIManager>(); }
void Start() { Object[] _obj; m_Hand_RObj = GameObject.FindGameObjectWithTag("Hand_R"); m_UIPlayerState = FindObjectOfType <UIPlayerState>(); m_JoyStickBtn = FindObjectOfType <JoyStickBtn>(); m_GetWeaponTrail = m_Hand_RObj.transform.root.gameObject.GetComponent <PlayerController>(); int _index = m_GetWeaponTrail.Setint(); switch (_index) { case 1: m_nKey = 0; _obj = Resources.LoadAll("Weapon/2Hand-Sword"); for (int i = 0; i < _obj.Length; ++i) { m_DicWeaponObj.Add(i, _obj[i] as GameObject); } break; case 2: m_nKey = 4; //전사의 무기 갯수는 4개이기 떄문에 +4 _obj = Resources.LoadAll("Weapon/Magician"); for (int i = 0; i < _obj.Length; ++i) { if (i == 0) { m_DicWeaponObj.Add(i, _obj[i] as GameObject); } else { m_DicWeaponObj.Add(i + 4, _obj[i] as GameObject); } } break; } for (int i = 0; i < m_DicWeaponObj.Count; ++i) { if (i == 0) { m_DicIndex.Add(m_DicWeaponObj[i].name, i + 1); } else { m_DicIndex.Add(m_DicWeaponObj[m_nKey + i].name, i + 1); } } }
public void Init(PlayerAbility playerAbility, UIPlayerState uIPlayerState, GameObject obj) { m_PlayerAbility = playerAbility; m_UIPlayerState = uIPlayerState; m_nIndex = GetComponent <PortionEquipment>().m_nIndex; m_nType = DataMng.Get(TableType.PortionTable).ToI(m_nIndex, "Type"); m_fEffect = DataMng.Get(TableType.PortionTable).ToI(m_nIndex, "Effect"); Button _button = GetComponent <Button>(); _button.onClick.AddListener(Drink); m_CountTxt = transform.GetChild(2).GetComponent <Text>(); m_InInvenCountTxt = obj.transform.GetChild(2).GetComponent <Text>(); m_nCount = int.Parse(m_CountTxt.text); m_InInvenObj = obj; }