public AnimationsHolder load(PlayerTexture playertex) { Sprite[] animationsprites = divideTexture(playertex.sprite, playertex.config.frames_per_line, 4, playertex.config.width, playertex.config.height, playertex.config.pixel_per_unit); AnimationsHolder animations = new AnimationsHolder(); int i = 0; animations.Iddle = animationsprites [i]; i++; animations.DownAnimation = loadArray(animations.DownAnimation, animationsprites, playertex.config.frames_per_line, i); i = i + (playertex.config.frames_per_line - 2); animations.IddleDown = animationsprites [i]; i = i + 2; animations.UpAnimation = loadArray(animations.UpAnimation, animationsprites, playertex.config.frames_per_line, i); i = i + (playertex.config.frames_per_line - 2); animations.IddleUp = animationsprites [i]; i = i + 2; animations.LeftAnimation = loadArray(animations.LeftAnimation, animationsprites, playertex.config.frames_per_line, i); i = i + (playertex.config.frames_per_line - 2); animations.IddleLeft = animationsprites [i]; i = i + 2; animations.RightAnimation = loadArray(animations.RightAnimation, animationsprites, playertex.config.frames_per_line, i); i = i + (playertex.config.frames_per_line - 2); animations.IddleRight = animationsprites [i]; return(animations); }
// Use this for initialization void Start() { match_music.clip = staticstuff.SelectedMusic.audio; Onsetfile = staticstuff.SelectedMusic.onset; segmentfile = staticstuff.SelectedMusic.segment; Beatfile = staticstuff.SelectedMusic.beat; Pitchfile = staticstuff.SelectedMusic.pitch; parser = new CSVParser(); musicinfo = new MusicInfoScript(); musicprocess = new MusicProcessor(musicinfo); bulletsystem = new BulletSystemControl(defaultenemybullet, origin, bulletrepo); bulletcontroler.musicinfo = musicinfo; musicprocess.processMusicOnset(parser.parseFile(Onsetfile)); musicprocess.processMusicSegment(parser.parseFile(segmentfile)); musicprocess.processMusicBeat(parser.parseFile(Beatfile)); musicprocess.processMusicPitch(parser.parseFile(Pitchfile)); Debug.Log("music loaded"); musicinfo.calculateValues(); Debug.Log("Info calced"); bulletsystem.createpatterns(musicinfo); Debug.Log("Patterns loaded"); bulletcontroler.loadBullets(bulletsystem.createBullets()); Debug.Log("bullets created"); loadanim = new LoadAnimation(); animations = loadanim.load(staticstuff.SelectedSprite); shipanimations.Init(animations, staticstuff.SelectedSprite.config.frame_length, staticstuff.SelectedSprite.config.frames_per_line - 2); colliderbox.size = (new Vector2((float)(staticstuff.SelectedSprite.config.width / staticstuff.SelectedSprite.config.pixel_per_unit * 0.6), (float)(staticstuff.SelectedSprite.config.height / staticstuff.SelectedSprite.config.pixel_per_unit * 0.6))); Debug.Log("sprite loaded"); player.Xvelocity = staticstuff.config.x_velocity; player.Yvelocity = staticstuff.config.y_velocity; player.usemouse = staticstuff.config.use_mouse; player.mousesensitivity = staticstuff.config.mouse_sensitivity; Debug.Log("loaded config"); int musiclength = (int)match_music.clip.length; enemy.sethp(7 * (musiclength / 10)); player.sethp(5 * (musiclength / 10)); enemy.punchdmg = (int)player.HP / 20; hud.musiclenght = musiclength; bulletcontroler.audiosource.Play(); Cursor.visible = false; Debug.Log("Music activated START THE HELL"); }
void Awake() { _animHolder = GetComponent <AnimationsHolder>(); _mouse = GetComponent <LookAtMouse>(); graphics = transform; rigid = GetComponent <Rigidbody2D>(); _audioSource = GetComponent <AudioSource>(); _audioClip = Resources.Load("Audio/Footstep") as AudioClip; _audioSource.clip = _audioClip; }
// Use this for initialization void Awake() { _player = GameObject.FindGameObjectWithTag("Player"); _MuzzleObj = GameObject.FindGameObjectWithTag("Muzzle"); _ShoulderObj = GameObject.FindGameObjectWithTag("Shoulder"); _bullet = Resources.Load("Prefabs/Plasma_Bullet") as GameObject; _animationsHolder = _player.GetComponent <AnimationsHolder>(); _mouse = _player.GetComponent <LookAtMouse>(); _audioSource = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <AudioSource>(); _clip = Resources.Load("Audio/Gunsound") as AudioClip; }
public void Init(AnimationsHolder animations, float framelength, int last) { lastframe = last - 1; shipanimator = animations; iddle = true; this.framelength = framelength; if (staticstuff.config.use_mouse) { horizontal = "MouseHorizontal"; vertical = "MouseVertical"; } else { horizontal = "Horizontal"; vertical = "Vertical"; } }
void Awake() { _animHolder = GetComponent <AnimationsHolder>(); }