コード例 #1
0
 //When starting, reset all artifacts and artifact effects
 private void Start()
 {
     ClearPlayerArtifacts();
     myPlayerCanvasAnimationmanager = this.GetComponentInChildren <PlayerCanvasAnimationManager>();
     myPlayerAnimationmanager       = this.GetComponent <PlayerAnimationManager>();
     mySprite = this.GetComponent <SpriteRenderer>();
 }
コード例 #2
0
 //In the beginning we will set up player with full health & update UI
 void Start()
 {
     myWinLoseManager = WinLoseManager.winLoseManager;
     myPlayerCanvasAnimationmanager = this.GetComponentInChildren<PlayerCanvasAnimationManager>();
     myPlayerAnimationmanager = this.GetComponent<PlayerAnimationManager>();
     mySprite = this.GetComponent<SpriteRenderer>();
     currentLife = maxLife;
     UpdateUI();
 }
コード例 #3
0
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (DoesAnimatorHaveParameter("PlayerCanvasState", animator))
     {
         animator.SetInteger("PlayerCanvasState", PlayerCanvasAnimationManager.GetAnimationIndex(endAnimation));
     }
     else if (DoesAnimatorHaveParameter("State", animator))
     {
         animator.SetInteger("State", PlayerAnimationManager.GetAnimationIndex(endAnimation2));
     }
 }