// Start is called before the first frame update void Start() { if (PlayerOrNpc == true) { mov = GetComponent <movimiento>(); } else if (PlayerOrNpc == false) { movNpc = GetComponent <Npc_movimiento>(); } Pisada = Resources.Load <Object>("Sprites/Terreno/Vfx Terreno/pisada en Agua/pisa Agua") as GameObject; PisadaArena = Resources.Load <Object>("Sprites/Terreno/Vfx Terreno/Arena/Arena") as GameObject; Animator[] animations = new Animator[gameObject.GetComponentsInChildren <Animator>().Length]; animations = gameObject.GetComponentsInChildren <Animator>(); foreach (Animator I in animations) { if (I.transform.name == "EfectoTerreno") { Efectoanimation = I; SpriteRender = I.transform.GetComponent <SpriteRenderer>(); } } Transform[] transfo = new Transform[gameObject.GetComponentsInChildren <Transform>().Length]; transfo = gameObject.GetComponentsInChildren <Transform>(); foreach (Transform I in transfo) { if (I.name == "arribaP") { TranfPisadas[0] = I; } else if (I.name == "derechaP") { TranfPisadas[1] = I; } else if (I.name == "abajoP") { TranfPisadas[2] = I; } else if (I.name == "isquierdaP") { TranfPisadas[3] = I; } } }
// Start is called before the first frame update void Start() { MovNpc = GetComponent <Npc_movimiento>(); Puntero_ = new Puntero(); LectorDetexto = new dialogueclassNPC(); Canvastext = GameObject.Find("/Canvas").GetComponent <Canvas>(); canvasTransicion = GameObject.Find("transiciones").GetComponent <Canvas>(); CanvasBrawler = GameObject.Find("baltle interfaceC").GetComponent <Canvas>(); text = GameObject.Find("Canvas/box Texto/mask/Text").GetComponent <Text>(); BoxSelecction = GameObject.Find("/Canvas/box Election"); SpriteRenderer[] ArraySprites = GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer Gobj in ArraySprites) { if (Gobj.name == "impresion") { ImpresionPanel = Gobj.GetComponent <SpriteRenderer>(); break; } } itensScrips = new BaulItenScript(); if (MensajeInicioBatalla == "") { MensajeInicioBatalla = "Te reto a un duelo(mensaje por defecto)"; } if (PlayerPrefs.HasKey(NombreNpc) == true) { //Usado = itensScrips.RetornaUso(PlayerPrefs.GetInt(NombreNpc)); //GetComponent<Npc_movimiento>().validador = false; } }