void Start() { _MyProperty = this.gameObject.GetComponent <Ctrl_BaseEnemyProperty>(); _Animator = this.gameObject.GetComponent <Animator>(); GameObject goHero = GameObject.FindGameObjectWithTag(Tag.Player); if (goHero) { _HeroProperty = goHero.GetComponent <Ctrl_HeroProperty>(); } }
//public int Diamonds = 0; void Awake() { Instance = this; //初始化模型层的数据 PlayerKernalDataProxy playerKernalData = new PlayerKernalDataProxy(PlayerCurrentHP, PlayerCurrentMP, PlayerCurrentAttack, PlayerCurrentDefence, PlayerCurrentDexterity, PlayerCurrentCritChance, PlayerMaxHP, PlayerMaxMP, PlayerMaxAttack, PlayerMaxDexterity, PlayerMaxDefence, PlayerMaxCritChance, AttackByProp, DefenceByProp, DexterityByProp, CritChanceByProp); PlayerExternalDataProxy playerExternalData = new PlayerExternalDataProxy(Exp, Level, Gold); PlayerPackageDataProxy playerPackageDataProxy = new PlayerPackageDataProxy(LittleBlueBottleNum, BigBlueBottleNum, LittleRedBottleNum, BigRedBottleNum); }
private Ctrl_SkeletonArcher_Prop _MyProperty; //该敌人的属性 private void Start() { //得到英雄、英雄的属性脚本 _HeroGO = GameObject.FindGameObjectWithTag(Tag.Tag_Player); if (_HeroGO) { _HeroProperty = _HeroGO.GetComponent<Ctrl_HeroProperty>(); } //得到该敌人、该敌人的属性脚本 _MyGO = UnityHelper.GetInstance().SelectGOWhithTag(transform, Tag.Tag_Enemy); if (_MyGO) { _MyProperty = _MyGO.GetComponent<Ctrl_SkeletonArcher_Prop>(); } }
void Start() { _MyProperty = gameObject.GetComponent <Ctrl_BaseEnemy_Prop_Old>(); //得到本身属性 _MyAI = gameObject.GetComponent <Ctrl_SkeletonWarrior_AI_Old>(); _MyAnimator = gameObject.GetComponent <Animator>(); //得到动画状态机 goHero = GameObject.FindGameObjectWithTag(Tag.Tag_Player); _cc = this.gameObject.GetComponent <CharacterController>(); if (goHero) { _HeroProperty = goHero.GetComponent <Ctrl_HeroProperty>(); //得到英雄的属性脚本 } }
private readonly float CON_PETime_Hurt = 2f; //受伤粒子特效的显示时间 //private readonly float CON_PETime_Dead = 2f; //死亡粒子特效的显示时间 #region 【自动方法】 protected virtual void Start() { //查找英雄的引用 goHero = GameObject.FindGameObjectWithTag(Tag.Tag_Player); if (goHero) { _HeroProperty = goHero.GetComponent <Ctrl_HeroProperty>(); } //查找自身的引用 _MyAnimator = gameObject.GetComponent <Animator>(); _MyCController = this.gameObject.GetComponent <CharacterController>(); _MyProperty = gameObject.GetComponent <Ctrl_BaseEnemy_Prop>(); _MyAI = gameObject.GetComponent <Ctrl_BaseEnemy_AI>(); }
// Use this for initialization void Start() { _MyTransform = this.gameObject.transform; /* 确定敌人的个体差异性的数值 */ MoveSpeed = UnityHelper.GetInstance().RandomNum(3, 4); EnemyAttackDistance = UnityHelper.GetInstance().RandomNum(10, 15); EnemyCordonDistance = UnityHelper.GetInstance().RandomNum(35, 40); EnemyThinkTime = UnityHelper.GetInstance().RandomNum(1, 2); //得到当前主角 _Hero = GameObject.FindGameObjectWithTag("Player"); //得到主角属性 _HeroProperty = _Hero.GetComponent <Ctrl_HeroProperty>(); //得到当前属性实例 _MyProperty = this.gameObject.GetComponent <Ctrl_BaseEnemyProperty>(); //得到角色控制器 _CharacterController = this.gameObject.GetComponent <CharacterController>(); }
private void Awake() { Instance = this; //得到本类引用 }
public int IntDiamonds = 0; //当前钻石 void Awake() { Instance = this; }