void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; playerScript = FindObjectOfType(typeof(PlayerScript)) as PlayerScript; sRenderer = GetComponent <SpriteRenderer>(); rBody = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); if (lookLeft == true) { flip(); } changeState(stateInicial); trocarArma((int)idClasse); if (ambienteEscuro == true) { changeMaterial(gameController.luz2D); } else { changeMaterial(gameController.padrao2D); } }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; canvasNPC.SetActive(false); painelResposta.SetActive(false); LoadDialogoData(); }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; if (isPlayer) { spriteSheetName = gameController.spriteSheetName[gameController.idPersonagem].name; } sRender = GetComponent <SpriteRenderer>(); LoadSpriteSheet(); }
//public GameObject obj; // Start is called before the first frame update void Start() { _GameController = FindObjectOfType(typeof(_GameController)) as _GameController; sprite = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); jg = GetComponent <Transform>(); foreach (GameObject o in Spritesarmas) { o.SetActive(false); } }
private void Start() { this.gameController = FindObjectOfType(typeof(_GameController)) as _GameController; this.playerScript = FindObjectOfType(typeof(PlayerScript)) as PlayerScript; this.attacking = false; this.pontosVidaInimigoAtual = this.pontosVidaInimigoMax; this.spriteRenderer = GetComponent <SpriteRenderer>(); this.spriteRenderer.color = this.personagemCor[0]; this.barrasVida.SetActive(false); // Quando o personagem entra na cena, a barra ainda nao é exibida this.barraVida.localScale = new Vector3(1, 1, 1); // Reseta a Barra de vida this.txtDano.GetComponentInChildren <MeshRenderer>().sortingLayerName = "HUD"; this.inimigoAnimator = GetComponent <Animator>(); this.inimigoAnimator.SetInteger("idAnimation", idAnimation); // inicia personagem na animação idle // knockBackPosition.localPosition = new Vector3(konckBackX, knockBackPosition.localPosition .y, knockBackPosition.localPosition.z); }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; playerScript = FindObjectOfType(typeof(PlayerScript)) as PlayerScript; spriteRenderer = GetComponent <SpriteRenderer>(); inimigoAnimator = GetComponent <Animator>(); spriteRenderer.color = characterColor[0]; barrasVida.SetActive(false); vidaAtual = vidaInimigo; hpBar.localScale = new Vector3(1, 1, 1); if (olhandoEsquerda == true) { float x = transform.localScale.x; x *= -1; transform.localScale = new Vector3(x, transform.localScale.y, transform.localScale.z); barrasVida.transform.localScale = new Vector3(x, barrasVida.transform.localScale.y, barrasVida.transform.localScale.z); } }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; playerScript = FindObjectOfType(typeof(PlayerScript)) as PlayerScript; painelMana.SetActive(false); painelFlechas.SetActive(false); boxMp.SetActive(false); boxHp.SetActive(false); if (gameController.idClasse[gameController.idPersonagem] == 2) { painelMana.SetActive(true); } else if (gameController.idClasse[gameController.idPersonagem] == 1) { icoFlechas.sprite = gameController.icoFlecha[gameController.idFlechaEquipada]; painelFlechas.SetActive(true); } posA = boxA.anchoredPosition; posB = boxB.anchoredPosition; }
public void interacao() { open = !open; switch (open) { case true: spriteRenderer.sprite = imagemObjeto[1]; if (_GameController == null) { _GameController = FindObjectOfType(typeof(_GameController)) as _GameController; } _GameController.teste += 1; break; case false: spriteRenderer.sprite = imagemObjeto[0]; break; } }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; audioController = FindObjectOfType(typeof(AudioController)) as AudioController; //Carrega os dados iniciais do personagem vidaMax = gameController.vidaMaxima; idArma = gameController.idArma; gameController.manaAtual = gameController.manaMax; playerAnimator = GetComponent <Animator>(); playerRb = GetComponent <Rigidbody2D>(); playerSpriteRenderer = GetComponent <SpriteRenderer>(); vidaAtual = vidaMax; crounching.enabled = true; standing.enabled = false; foreach (GameObject o in armas) { o.SetActive(false); } foreach (GameObject o in arcos) { o.SetActive(false); } foreach (GameObject o in staffs) { o.SetActive(false); } //mudando arma trocarArma(idArma); }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; }
void Start() { this.gameController = FindObjectOfType(typeof(_GameController)) as _GameController; this.spriteRenderer = GetComponent <SpriteRenderer>(); this.empty = false; }
void Start() { fade = FindObjectOfType(typeof(Fade)) as Fade; gameController = FindObjectOfType(typeof(_GameController)) as _GameController; }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; sRender = GetComponent <SpriteRenderer>(); }
void Start() { gameController = FindObjectOfType(typeof(_GameController)) as _GameController; pItemInfo = FindObjectOfType(typeof(PItemInfo)) as PItemInfo; }