public override void Start() { base.Start(); // Initialize states. moveState = new Samurai_MoveState(this, stateMachine, "move", moveStateData, this); idleState = new Samurai_IdleState(this, stateMachine, "idle", idleStateData, this); playerDetectedState = new Samurai_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedStateData, this); dodgeState = new Samurai_DodgeState(this, stateMachine, "dodge", dodgeStateData, this); kickState = new Samurai_KickState(this, stateMachine, "kick", kickStateData, this); punchState = new Samurai_PunchState(this, stateMachine, "punch", punchStateData, this); axeKickState = new Samurai_AxeKickState(this, stateMachine, "axeKick", axeKickStateData, this); chargeState = new Samurai_ChargeState(this, stateMachine, "charge", chargeStateData, this); attackSwordState1 = new Samurai_AttackSword1(this, stateMachine, "kick", attackSword1StateData, this); attackSwordState2 = new Samurai_AttackSword2(this, stateMachine, "punch", attackSword2StateData, this); attackSwordState3 = new Samurai_AttackSword3(this, stateMachine, "axeKick", attackSword3StateData, this); stateMachine.Initialize(moveState); if (!afterImagePool) { afterImagePool = GameObject.Find("SamuraiAfterImagePool").GetComponent <PlayerAfterImagePool>(); } }
private void Awake() { if (Instance == null) { Instance = this; } GrowPool(); }
private void Awake() { if (Instance != null && Instance != this) { Destroy(this.gameObject); return; } Instance = this; GrowPool(); }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(this); } GrowPool(); }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else if (Instance != this) { Destroy(gameObject); } GrowPool(); }
public void Initialize(Player player, PlayerAfterImagePool pool) { _pool = pool; _playerSpriteRenderer = player.PlayerAnimator.SpriteRenderer; _playerSpriteTransform = _playerSpriteRenderer.transform; _playerColor = _playerSpriteRenderer.color; transform.localScale = _playerSpriteTransform.localScale; // start new sprite sequence _alpha = _alphaMax; _renderer.sprite = _playerSpriteRenderer.sprite; transform.position = _playerSpriteTransform.position; transform.rotation = _playerSpriteTransform.rotation; _timeActivated = Time.time; // remove the parent, so it doesn't follow player transform.SetParent(null); _isInitialized = true; }
public override void Start() { base.Start(); dust = GetComponentInChildren <ParticleSystem>(); // Hit stop color defaultShader = spriteRenderer.material.shader; hitShader = Shader.Find("GUI/Text Shader"); // For all white sprite on Hit // iFrame color regularColor = Color.white; invulnerableColor = Color.white; invulnerableColor.a = 0.5f; // After Image if (!afterImagePool) { afterImagePool = GameObject.Find("PlayerAfterImagePool").GetComponent <PlayerAfterImagePool>(); } GM = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); }
private void Awake() { Instance = this; GrowPool(); }
private void Awake() { Instance = this; }
} //Allows the after image script to call this. private void Awake() { instance = this; //Sets this to a singleton GrowPool(); //Adds at least one item to the pool to begin. }