// Use this for initialization void Awake() { character = GameObject.Find("Player"); player = character.GetComponent <C_Player>(); mirrorbody = GetComponent <Rigidbody2D>(); // playerbody =character.GetComponent<Rigidbody2D>(); }
void Start() { temp = null; player = this.GetComponent <C_Player>(); camera = GameObject.Find("Main Camera"); spine_ani = transform.GetChild(0); animator = this.gameObject.GetComponent <Animator>(); }
public H_PlayerAttacking (C_Player player, C_Projectile[] projectiles) { this.player = player; this.projectiles = projectiles; cooldown = player.basicAttackCooldown; }
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(); }
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; }
void setSpawnPosition(C_Player p) { p.transform.position = p.transform.position - Vector3.up * p.transform.position.y; }
void Start() { character = GameObject.Find("Player"); player = character.GetComponent <C_Player>(); }
void Start() { c_player = GameObject.FindWithTag("Player").GetComponent< C_Player >(); }
// ■■■■■■ 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 >(); }
public Checkpoint() { player = new C_Player(); camera = new C_Camera(); }
void Start() { motionScript.mouseDown = MouseDown; playerController = GameObject.FindWithTag("Player").transform.GetComponent <C_Player>(); }