// Use this for initialization void Awake () { Debug.Log ("battle sights start "); this._npc = new NpcAttributes(); this._npc._name = this._name; this._npc._hp = this._hp; this._npc._attack_power = this._attack_power; this._npc._defense_power = this._defense_power; this._npc.init(); StartCoroutine("sp_BattleSight"); this._playerInfo = new PlayerInfo(); this._hudActionsMapper = new List<Animator>(); this._hudActionsMapper.Add (GameObject.Find ("Attack_ScaryFace").GetComponent<Animator>()); this._hudActionsMapper.Add (GameObject.Find ("Attack_Food").GetComponent<Animator>()); this._hudActionsMapper.Add (GameObject.Find ("Attack_Pose").GetComponent<Animator>()); this._hudActionsMapper.Add (GameObject.Find ("Attack_Fart").GetComponent<Animator>()); this._leroyAnimationMapper = new List<string>(); this._leroyAnimationMapper.Add ("attack_scaryface"); this._leroyAnimationMapper.Add ("attack_food"); this._leroyAnimationMapper.Add ("attack_pose"); this._leroyAnimationMapper.Add ("attack_fart"); BattleActionsController battleActionController = Pick.Instance.getBattleActionsController(); this._hudActionSoundMapper = new List<AudioSource>(); this._hudActionSoundMapper.Add (battleActionController._AttackScaryFace); this._hudActionSoundMapper.Add (battleActionController._AttackFood); this._hudActionSoundMapper.Add (battleActionController._AttackPose); this._hudActionSoundMapper.Add (battleActionController._AttackFart); }
void Start() { // Recuperamos al jugador gracias al Tag player = GameObject.FindGameObjectWithTag("Player"); // Guardamos nuestra posición inicial initialPosition = transform.position; anim = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); attributes = GetComponent <NpcAttributes>(); }
// Use this for initialization void Start () { this._animator = GetComponent<Animator>(); this._npc = new NpcAttributes(); this._npc._name = this._name; this._npc._hp = this._hp; this._npc._attack_power = this._attack_power; this._npc._defense_power = this._defense_power; this._weight = 200; this.updateWeightLabel(); this.getNpc().init(); }
void Start() { anim = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); attributes = GetComponent <NpcAttributes>(); //* Recuperamos el collider de ataque y lo desactivamos attackCollider = transform.GetChild(0).GetComponent <CircleCollider2D>(); attackCollider.enabled = false; Camera.main.GetComponent <MainCamera>().SetBound(initialMap); aura = transform.GetChild(1).GetComponent <Aura>(); }
void Start() { attributes = GetComponent <NpcAttributes>(); }