コード例 #1
0
    // Use this for initialization
    void Awake()
    {
        character = GameObject.Find("Player");
        player    = character.GetComponent <C_Player>();

        mirrorbody = GetComponent <Rigidbody2D>();
        //        playerbody =character.GetComponent<Rigidbody2D>();
    }
コード例 #2
0
 void Start()
 {
     temp      = null;
     player    = this.GetComponent <C_Player>();
     camera    = GameObject.Find("Main Camera");
     spine_ani = transform.GetChild(0);
     animator  = this.gameObject.GetComponent <Animator>();
 }
コード例 #3
0
    public H_PlayerAttacking
        (C_Player player, C_Projectile[] projectiles)
    {
        this.player      = player;
        this.projectiles = projectiles;

        cooldown = player.basicAttackCooldown;
    }
コード例 #4
0
    public H_Projectile(
        C_Projectile[] projectiles,
        Quaternion direction,
        int projectileIndex,
        C_Player player)
    {
        this.projectiles     = projectiles;
        this.direction       = direction;
        this.projectileIndex = projectileIndex;
        this.player          = player;

        Shoot();
    }
コード例 #5
0
    Vector3 static_fixed, final_pos; //固定螢幕時讓攝影機慢慢到目的地的變數


    // Use this for initialization
    void Awake()
    {
        target        = GameObject.Find("Player").transform;
        right_border  = this.gameObject.transform.GetChild(0);
        left_border   = this.gameObject.transform.GetChild(1);
        right_limit   = this.gameObject.transform.GetChild(2);
        left_limit    = this.gameObject.transform.GetChild(3);
        range_x       = new Vector3(20.4f, 89.0f, 0.0f);
        range_y       = new Vector3(16.0f, 27.0f, 0.0f);
        playerclass   = target.GetComponent <C_Player>();
        sp            = target.transform.GetChild(2).GetComponent <SpriteRenderer>();
        playerbottom  = sp.bounds.min;
        playertop     = sp.bounds.max;
        FixedPosition = transform.position;
        //紀錄自定義範圍和攝影機範圍的向量差
        BtwTop    = transform.position.y - right_border.position.y;
        BtwBottom = transform.position.y - left_border.position.y;
        btwfront  = transform.position.x - right_border.position.x;
        btwback   = transform.position.x - left_border.position.x;
        TouchTop  = TouchDown = y_axis_change = true;
        _b_left   = _b_right = _b_camera_fixed = false;
        b_static  = b_start_reset = false;
    }
コード例 #6
0
 void setSpawnPosition(C_Player p)
 {
     p.transform.position = p.transform.position - Vector3.up * p.transform.position.y;
 }
コード例 #7
0
 void Start()
 {
     character = GameObject.Find("Player");
     player    = character.GetComponent <C_Player>();
 }
コード例 #8
0
ファイル: C_CameraCtrl.cs プロジェクト: 21411052/BoxShooter
 void Start()
 {
     c_player = GameObject.FindWithTag("Player").GetComponent< C_Player >();
 }
コード例 #9
0
ファイル: C_SightCtrl.cs プロジェクト: 21411052/BoxShooter
 // ■■■■■■
 void Start()
 {
     c_player		= GameObject.Find("Player").GetComponent< C_Player >();
     c_mainCamera	= GameObject.Find("Main Camera").GetComponent< C_CameraCtrl >();
     c_subCamera	= GameObject.Find("Sub Camera").GetComponent< C_CameraCtrl >();
 }
コード例 #10
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 public Checkpoint()
 {
     player = new C_Player();
     camera = new C_Camera();
 }
コード例 #11
0
ファイル: C_Door.cs プロジェクト: davidcast95/misaided
 void Start()
 {
     motionScript.mouseDown = MouseDown;
     playerController       = GameObject.FindWithTag("Player").transform.GetComponent <C_Player>();
 }