コード例 #1
0
ファイル: Character.cs プロジェクト: joshhender/FaceOff
    void Start()
    {
        image        = transform.FindChild("Image");
        winGO        = transform.FindChild("Winner").gameObject;
        level        = GetComponent <PlatformLevel>();
        _rigidbody   = GetComponent <Rigidbody2D>();
        _collider    = GetComponent <CircleCollider2D>();
        weapon       = GetComponentInChildren <Weapon>();
        anim         = GetComponent <Animator>();
        distToGround = _collider.bounds.extents.y;

        StartUp();
    }
コード例 #2
0
    // Creates the levels at the start of the game, after setting up number of breaths and sets/levels
    public void CreateLevels()
    {
        Levels = new List <PlatformLevel>();
        Levels.Clear();

        for (int i = 0; i < FizzyoFramework.Instance.Session.SessionSetCount; i++)
        {
            PlatformLevel newLevel = new PlatformLevel();
            newLevel.GoodBreathMax = FizzyoFramework.Instance.Session.SessionBreathCount;
            Levels.Add(newLevel);
        }

        CurrentLevelIndex = 0;
        CurrentLevel      = Levels[CurrentLevelIndex];
    }
コード例 #3
0
    public void StartNewLevel()
    {
        LevelRunning = true;
        CurrentLevelIndex++;
        CurrentLevel = Levels[CurrentLevelIndex];

        HUD.SetActive(true);
        LevelEndUI.SetActive(false);

        if (levelEnd != null)
        {
            Destroy(levelEnd);
        }

        Player.transform.position = Vector3.zero;
    }
コード例 #4
0
ファイル: BackgroundFace.cs プロジェクト: joshhender/FaceOff
 void Start()
 {
     image       = transform.FindChild("Image");
     level       = GetComponent <PlatformLevel>();
     _rigidbody  = GetComponent <Rigidbody2D>();
     _collider   = GetComponent <CircleCollider2D>();
     weapon      = GetComponentInChildren <Weapon>();
     anim        = GetComponent <Animator>();
     pathFinding = GameObject.Find("Path").GetComponent <PathFinding>();
     health.num  = health.max;
     power.num   = power.min;
     power.max   = 100;
     if (SP.duration >= 1)
     {
         powerDecrease = power.max / SP.duration;
     }
     else
     {
         powerDecrease = power.max;
     }
     powerIncrease = power.max / timeUntilFull;
     distToGround  = _collider.bounds.extents.y;
     horizontal    = 1;
 }
コード例 #5
0
 private void Start()
 {
     CoinEffect   = this.GetComponent <AudioSource>();
     CurrentLevel = Levels[CurrentLevelIndex];
     LevelRunning = true;
 }
コード例 #6
0
 // Increments the level
 public void IncrementLevel()
 {
     CurrentLevelIndex++;
     CurrentLevel = Levels[CurrentLevelIndex];
 }