コード例 #1
0
 void Start()
 {
     ai             = GetComponent <AIPath>();
     aiTarget       = GetComponent <AIDestinationSetter>();
     impulseManager = GetComponent <CinemachineImpulseSource>();
     preventer      = GetComponentInChildren <PreventOverlap>();
 }
コード例 #2
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 private void Awake()
 {
     customCC_script = this.GetComponent <CustomCharacterController>();
     Player_Animator = this.GetComponent <Animator>();
     RecoilSource    = this.GetComponent <CinemachineImpulseSource>();
     defaultFireRate = FireRate;
 }
コード例 #3
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 private void Start()
 {
     spriteRenderer = GetComponent <SpriteRenderer>();
     impulse        = GetComponent <CinemachineImpulseSource>();
     _currentState  = PlayerState.Grounded;
     wsTimeTRMV     = wallSlideTimeToReachMaxVelocity;
 }
コード例 #4
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 private void Awake()
 {
     _rb       = GetComponent <Rigidbody>();
     _player   = FindObjectOfType <Player>();
     _distance = _player.Power;
     _impulse  = GetComponent <CinemachineImpulseSource>();
 }
コード例 #5
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ファイル: RepairableRobot.cs プロジェクト: pdxparrot/ggj2020
        protected override void Awake()
        {
            base.Awake();

            // TODO: this should come from an actor data object for this
            Rigidbody.isKinematic = true;
            Rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;

            GetComponent <AudioSource>().spatialBlend = 0.0f;

            _impulseSource = GetComponent <CinemachineImpulseSource>();

            var repairPoints = _repairPointContainer.GetComponentsInChildren <RepairPoint>();

            foreach (RepairPoint repairPoint in repairPoints)
            {
                repairPoint.Initialize();
                repairPoint.RepairedEvent += RepairedEventHandler;

                // TODO: stacked damage goes in its own bucket
                _repairPoints.Add(repairPoint);
            }

            GameManager.Instance.StartUseChargingStationEvent += StartUseChargingStationEventHandler;
            GameManager.Instance.EndUseChargingStationEvent   += EndUseChargingStationEventHandler;
        }
コード例 #6
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ファイル: EntitySpawner.cs プロジェクト: anttiviljami/ld45
    void Awake()
    {
        var initManager = EntityManager.Instance;

        impulseSource = GetComponent <CinemachineImpulseSource>();
        LoadPrefabs();
    }
コード例 #7
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ファイル: CameraShaker.cs プロジェクト: keel-210/OOOOQTE
    void Start()
    {
        NotesManager m = FindObjectOfType <NotesManager>();

        m.OnFailed.AddListener(Shake);
        impulseSource = GetComponent <CinemachineImpulseSource>();
    }
コード例 #8
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 private void Start()
 {
     rayCaster     = GetComponentInChildren <PunchRayCaster>();
     playerCam     = FindObjectOfType <CinemachineVirtualCamera>();
     impulseSource = GetComponent <CinemachineImpulseSource>();
     animator      = GetComponent <Animator>();
 }
コード例 #9
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    private void Start()
    {
        //if (screenTargets.Count == 0)
        //{
        //    Target[] targets = FindObjectsOfType<Target>();
        //    foreach(var t in targets)
        //    {
        //        screenTargets.Add(t.transform);
        //    }
        //}

        input          = GetComponent <PlayerController>();
        Cursor.visible = false;

        anim = GetComponentInChildren <Animator>();

        impulse = cameraFreelock.GetComponent <CinemachineImpulseSource>();

        postVolume  = Camera.main.GetComponent <PostProcessVolume>();
        postProfile = postVolume.profile;

        swordOrigPos      = sword.localPosition;
        swordOrigRot      = sword.localEulerAngles;
        swordMesh         = sword.GetComponentInChildren <MeshRenderer>();
        swordMesh.enabled = false;

        cutplane.gameObject.SetActive(false);
    }
コード例 #10
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 private void Awake()
 {
     anim    = GetComponentInChildren <Animator>();
     rbody   = GetComponent <Rigidbody2D>();
     col     = GetComponent <BoxCollider2D>();
     impulse = GetComponent <CinemachineImpulseSource>();
 }
コード例 #11
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 private void Start()
 {
     weapon.onHit.AddListener((target) => HitTarget(target));
     movement         = GetComponent <MovementInput>();
     anim             = GetComponent <Animator>();
     camImpulseSource = Camera.main.GetComponent <CinemachineImpulseSource>();
 }
コード例 #12
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 void Start()
 {
     rend            = GetComponent <Renderer>();
     defaultMaterial = rend.material;
     impulseSource   = GetComponent <CinemachineImpulseSource>();
     rb = GetComponent <Rigidbody>();
 }
コード例 #13
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 private void Start()
 {
     if (GetComponent <CinemachineImpulseSource>() != null)
     {
         impulseSource = GetComponent <CinemachineImpulseSource>();
     }
 }
コード例 #14
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    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        animator = GetComponent <Animator>();
        impulse  = GetComponent <CinemachineImpulseSource>();

        aimLine               = gameObject.AddComponent <LineRenderer>();
        aimLine.material      = new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
        aimLine.positionCount = 2;
        aimLine.startColor    = aimLine.endColor = new Color(200, 200, 200, 50);
        aimLine.startWidth    = aimLine.endWidth = 0.1f;

        Cursor.SetCursor(CursorTexture, Vector2.zero, CursorMode.Auto);

        speed     = 25f;
        maxHealth = health = 10;
    }
コード例 #15
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    protected override void Awake()
    {
        base.Awake();

        _impulseSource = GetComponent <CinemachineImpulseSource>();
        _afterImage    = GetComponent <AfterImage>();
    }
コード例 #16
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ファイル: Dash.cs プロジェクト: Danilock/Dost
 private void Awake()
 {
     _rgb = _abilityOwner.GetComponent <Rigidbody2D>();
     _characterController = _abilityOwner.GetComponent <CharacterController2D>();
     _player        = _abilityOwner.GetComponent <Player>();
     _impulseSource = GetComponent <CinemachineImpulseSource>();
 }
コード例 #17
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 void Start()
 {
     screenshake      = GetComponent <CinemachineImpulseSource>();
     rb               = GetComponent <Rigidbody>();
     anim             = GetComponent <Animator>();
     Cursor.lockState = CursorLockMode.Locked;
 }
コード例 #18
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ファイル: Attack.cs プロジェクト: wenhaogoh/Til-Kingdom-Come
 private void Awake()
 {
     name                     = "Attack";
     cooldown                 = chargeTime;
     charge                   = new Charge(maxCharge, chargeTime);
     playerLayerMask          = 1 << 8 | 1 << 11;
     cinemachineImpulseSource = GetComponent <CinemachineImpulseSource>();
 }
コード例 #19
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    private void Start()
    {
        // add if !player don't shake unless BFG?
        // in order to share guns between enemies and player

        impulse = GetComponent <CinemachineImpulseSource>();
        GetComponent <iWeapon>().OnFire += SendImpulse;
    }
コード例 #20
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 void Start()
 {
     enemyManager   = FindObjectOfType <EnemyManager>();
     animator       = GetComponent <Animator>();
     enemyDetection = GetComponentInChildren <EnemyDetection>();
     playerInput    = GetComponent <PlayerInput>();
     impulseSource  = GetComponentInChildren <CinemachineImpulseSource>();
 }
コード例 #21
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 private void Initialize(ScoreCounter scoreCounter)
 {
     _scoreCounter     = scoreCounter;
     _sourcePool       = GetComponent <SourcePool>();
     impulseSource     = GetComponent <CinemachineImpulseSource>();
     _initialScale     = transform.localScale;
     _particleDuration = particlePrefab.main.duration;
 }
コード例 #22
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 protected void Awake()
 {
     m_playerInfo         = this.transform.root.GetComponent <PlayerInfo>();
     m_playerCombo        = this.transform.root.GetComponent <PlayerCombo>();
     m_playerState        = this.transform.root.GetComponent <PlayerState>();
     m_collider           = this.GetComponent <PolygonCollider2D>();
     m_cinemachineImpulse = this.GetComponent <CinemachineImpulseSource>();
     m_spineAnimCollider  = this.GetComponent <SpineAnimCollider>();
 }
コード例 #23
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 void Start()
 {
     enemyManager   = FindObjectOfType <EnemyManager>();
     animator       = GetComponent <Animator>();
     enemyDetection = GetComponentInChildren <EnemyDetection>();
     //movementInput = GetComponent<MovementInput>();
     movementInput = GetComponent <ThirdPersonMovement>();
     impulseSource = GetComponentInChildren <CinemachineImpulseSource>();
 }
コード例 #24
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 // Start is called before the first frame update
 void Start()
 {
     zoomOut         = thirdPersonCam.m_Lens.FieldOfView;
     originalZoom    = thirdPersonCam.m_Orbits[1].m_Radius;
     impulse         = thirdPersonCam.GetComponent <CinemachineImpulseSource>();
     fixedRotation.x = transform.rotation.x;
     comp            = thirdPersonCam.GetRig(1).GetCinemachineComponent <CinemachineComposer>();
     Cursor.visible  = false;
 }
コード例 #25
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    // Start is called before the first frame update
    protected override void Awake()
    {
        base.Awake();
        acManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <ActionCountManager>();

        sr      = GetComponentInChildren <SpriteRenderer>();
        mat     = sr.material;
        impulse = GetComponent <CinemachineImpulseSource>();
    }
コード例 #26
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ファイル: CameraManager.cs プロジェクト: nfls/game-this-is-ib
 private void Awake()
 {
     mainCamera = Camera.main;
     mainCamera.depthTextureMode |= DepthTextureMode.Depth;
     mainImpulseSource            = mainCamera.GetComponent <CinemachineImpulseSource>();
     radialBlurController         = mainCamera.GetComponent <RadialBlurController>();
     virtualMainCamera            = FindObjectOfType <CinemachineVirtualCamera>();
     DontDestroyOnLoad(virtualMainCamera);
 }
コード例 #27
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    private void Start()
    {
        var systemSize = 2000; //PlayerPrefs.GetInt(InformationPanel.SYSTEM_SIZE_PREF, DEFAULT_SYSTEM_SIZE);
        var system     = GetComponent <ParticleSystem>();

        GravitySystem  = new GravitySystem(system, systemSize);
        _bursts        = new Burst[systemSize];
        _soundMaker    = GetComponent <SoundMaker>();
        _impulseSource = GetComponent <CinemachineImpulseSource>();
    }
コード例 #28
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 void Start()
 {
     rb                                = GetComponent <Rigidbody2D>();
     spriteRenderer                    = GetComponent <SpriteRenderer>();
     impulse                           = GetComponent <CinemachineImpulseSource>();
     wsParticlesEmissionModule         = wallslideParticles.GetComponent <ParticleSystem>().emission;
     wsParticlesEmissionModule.enabled = false;
     currentState                      = PlayerState.Grounded;
     wsTimeTRMV                        = wallSlideTimeToReachMaxVelocity;
 }
コード例 #29
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        public void Start()
        {
            impulseSource = GetComponent <CinemachineImpulseSource>();
            ps            = GetComponentInChildren <ParticleSystem>();

            if (GetComponent <CinemachineImpulseSource>() != null)
            {
                impulseSource.GenerateImpulse();
            }
        }
コード例 #30
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    private void Awake()
    {
        //NPC.cs
        LevelEvent.onNoMask.AddListener(TakeDamage);
        LevelEvent.onCollide.AddListener(TakeDamage);

        //sceneloader.cs
        LevelEvent.onGetToLastScene.AddListener(ChangeSceneCost);
        source = GetComponent <CinemachineImpulseSource>();
    }