Inheritance: MonoBehaviour
コード例 #1
0
    private void Start()
    {
        player             = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCtrl>();
        line               = GetComponent <LineRenderer>();
        line.startWidth    = 0.3f;
        line.endWidth      = 0.3f;
        line.startColor    = Color.red;
        line.endColor      = Color.red;
        line.positionCount = 2;
        line.enabled       = false;

        switch (m_CurType)
        {
        case e_BoomType.Boom:
            BoomRange = 5.0f;
            break;

        case e_BoomType.BigBoom:
            BoomRange = 10.0f;
            break;

        default:
            break;
        }
    }
コード例 #2
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 void Initialized()
 {
     if (_anim == null)
     {
         _anim = GetComponentInChildren <Animator>();
     }
     _player = GameObject.FindWithTag("Player").transform;
     if (_rgbd == null)
     {
         _rgbd = GetComponent <Rigidbody>();
     }
     if (_playerCtrl == null)
     {
         _playerCtrl = _player.GetComponent <PlayerCtrl>();
     }
     stateList.Add(new WanderState(this));
     stateList.Add(new IldeState(this));
     stateList.Add(new FollowPlayer(this));
     stateList.Add(new AttackPlayer(this));
     stateList.Add(new GetHurtStatement(this));
     stateList.Add(new DeadClass(this));
     stateList.Add(new DefendClass(this));
     stateMachine = new StateMachine <BOSSScript>();
     ChangeState(EnemyState.Enemy_WanderState);
 }
コード例 #3
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ファイル: LineCtrl.cs プロジェクト: kubo-t/test
    //Material[] mats;

    // Use this for initialization
    void Start()
    {
        gameManager = GameObject.Find("GameManager");
        gameManager.GetComponent <GameCtrl> ().lineObjects.Add(this.gameObject);

        this.transform.rotation = Quaternion.Euler(90f, 0f, 0f);

        player   = gameObject.transform.parent.gameObject;
        startPos = player.transform.position;

        lineRenderer = this.GetComponent <LineRenderer> ();

        lineRenderer.numCornerVertices = 5;         //角をなめらかにする度合い

        lineRenderer.SetPosition(0, startPos);
        lineRenderer.SetPosition(1, player.transform.position);

        buttonCtrl = GameObject.Find("ButtonCtrl");
        touchMove  = buttonCtrl.GetComponent <TouchMove> ();

        playerCtrl = player.GetComponent <PlayerCtrl> ();

        /*
         * mats = lineRenderer.materials;
         * mats [0] = material1;
         * mats [1] = material2;
         */
        //lineRenderer.material = material1;
    }
コード例 #4
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    public void Init(PlayerCtrl playerCtrl)
    {
        this.playerCtrl = playerCtrl;
        playerInfo      = playerCtrl.playerInfo;

        //技能的配置信息
        HeroSkillEntity skill = HeroSkillConfig.GetInstance(playerInfo.HeroID);

        skillID[KeyCode.Q] = skill.Q_ID;
        skillID[KeyCode.W] = skill.W_ID;
        skillID[KeyCode.E] = skill.E_ID;
        skillID[KeyCode.R] = skill.R_ID;
        skillID[KeyCode.A] = skill.A_ID;

        //d f
        skillID[KeyCode.D] = playerInfo.SkillA;
        skillID[KeyCode.F] = playerInfo.SkillB;
        skillID[KeyCode.B] = 4;

        //技能的冷却时间 shift+alt+鼠标左键选择
        coolingConfig[KeyCode.Q] = AllSkillConfig.Get(skill.Q_ID).CoolingTime;
        coolingConfig[KeyCode.W] = AllSkillConfig.Get(skill.W_ID).CoolingTime;
        coolingConfig[KeyCode.E] = AllSkillConfig.Get(skill.E_ID).CoolingTime;
        coolingConfig[KeyCode.R] = AllSkillConfig.Get(skill.R_ID).CoolingTime;
        coolingConfig[KeyCode.A] = 0.5f;

        //d f
        coolingConfig[KeyCode.D] = 180;
        coolingConfig[KeyCode.F] = 180;
        coolingConfig[KeyCode.B] = 4;//回城的时间

        //最近一次按下的时间
    }
コード例 #5
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 private void Start()
 {
     Screen.SetResolution(800, 1280, true);
     bgImage       = GetComponent <Image>();
     joystickImage = transform.GetChild(0).GetComponent <Image>();
     pCtrl         = GameObject.Find("KnightA").GetComponent <PlayerCtrl>();
 }
コード例 #6
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 // Use this for initialization
 void Start()
 {
     EnemyOne  = Enemy.GetComponent <Enemy_One>();
     PlayerOne = Player.GetComponent <PlayerCtrl>();
     Instantiate(Player, PlayerPosition, Quaternion.identity);
     Instantiate(Enemy, EnemyPosition, Quaternion.identity);
 }
コード例 #7
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 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
コード例 #8
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    public override void ClickAction()
    {
        player        = GameObject.Find("Player"); // 플레이어
        Audio         = GameObject.Find("Home").GetComponent <AudioSource>();
        Audio2        = player.GetComponent <AudioSource>();
        state         = GameObject.Find("Player").GetComponent <PlayerCtrl>();    //플레이어 현재 상태
        Arrow         = GameObject.Find("LivingRoomDoor");                        // 거실로 통하는 문 위 화살표
        Door          = GameObject.Find("LivingRoom").GetComponent <Transform>(); // 거실 문
        uiTextManager = GameObject.Find("UI(6)");                                 // 6번째 문장을 찾아서


        if (state.ps == PlayerCtrl.PlayerState.Large_Fire_Find && Arrow.GetComponent <SelectableObject>()._IsArrowAppearing == true &&
            player.transform.position == GameObject.Find("Position4").transform.position)    // 플레이어 현재 상태가 Large_Fire_Find 이고 거실로 통하는 문 위 화살표가 활성화 일 때만
        {
            GameObject.Find("Ment").GetComponent <AudioSource>().enabled = false;
            Audio.enabled  = true;
            Audio2.enabled = true;

            Arrow.GetComponent <SelectableObject>()._IsArrowAppearing = false; // 문 위 화살표 비활성화

            GameObject.Find("LivingRoom").GetComponent <AudioSource>().enabled = true;
            GameObject.Find("Ment5").GetComponent <UITextManager>().EraseText();
            StartCoroutine("OpenDoor"); //문 여는 코루틴
            StartCoroutine("UiText");   // UI 텍스트를 그려주기 위해 코루틴 실행
        }
    }
コード例 #9
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    private void InitCtrl(GameObject playerObj)
    {
        // testMove move = playerObj.GetComponent<testMove>();

        // ETCJoystick j = ETCInput.GetControlJoystick("MyJoystick");
        // // ETCTouchPad t = ETCInput.GetControlTouchPad("TouchPad");

        // ETCButton b2 = ETCInput.GetControlButton("AttackBtn");
        // b2.onDown.AddListener(move.OnAttack);
        // j.onMove.AddListener(move.OnMove);
        // j.onMoveEnd.AddListener(move.OnMoveEnd);
        PlayerCtrl  PlayerCtrl = playerObj.AddComponent <PlayerCtrl>();
        ETCJoystick j          = ETCInput.GetControlJoystick("MyJoystick");
        // ETCTouchPad t = ETCInput.GetControlTouchPad("TouchPad");

        ETCButton b2 = ETCInput.GetControlButton("AttackBtn");

        b2.onDown.AddListener(PlayerCtrl.OnAttack);
        j.onMove.AddListener(PlayerCtrl.OnMove);
        j.onMoveEnd.AddListener(PlayerCtrl.OnMoveEnd);

        // playerObj.transform.position = Camera.main.transform.parent.position;
        // playerObj.transform.parent = Camera.main.transform.parent;

        follow    f           = Camera.main.GetComponent <follow>();
        Transform cameraPoint = TransformHelper.GetChild(playerObj.transform, "cameraPoint");

        f.SetTarget(cameraPoint.gameObject);
        littleMapCamera subCamera = GameObject.FindGameObjectWithTag("LittleMapCamera").GetComponent <littleMapCamera>();

        subCamera.SetTarget(cameraPoint.gameObject);
    }
コード例 #10
0
ファイル: TouchPad.cs プロジェクト: lsm7179/unityportfolio2
 void Start()
 {
     _touchPad = GetComponent <RectTransform>();
     _startPos = _touchPad.position;//초기화
     _player   = GameObject.FindWithTag("Player").GetComponent <PlayerCtrl>();
     //Hierarchy에 Player라는 Tag를 가진 Object 안에 PlayerMovement
 }
コード例 #11
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ファイル: BaseItem.cs プロジェクト: hjc00/MyRoguelike
    public virtual void Use(PlayerCtrl playerCtrl)
    {
        if (playerCtrl == null || playerCtrl.RoleData == null)
        {
            return;
        }

        if (this.addHp != 0)
        {
            playerCtrl.AddHealth(this.addHp);
        }

        if (this.addMp != 0)
        {
            playerCtrl.UpdateMp(this.addMp);
        }

        if (this.addOff != 0)
        {
            playerCtrl.UpdateAtkPower(this.addOff);
        }

        if (this.addDef != 0)
        {
            playerCtrl.UpdateDefPower(this.addDef);
        }
    }
コード例 #12
0
ファイル: PlayerCtrl.cs プロジェクト: iso5930/Clone
    private void OnTriggerExit(Collider other)
    {
        PlayerCtrl NetworkPlayerCtrl = other.gameObject.GetComponentInParent <PlayerCtrl>();

        if (NetworkPlayerCtrl == null || NetworkPlayerCtrl == this)
        {
            return;
        }

        if (NetworkPlayerCtrl.m_PlayerTeam == m_PlayerTeam)
        {
            if (m_fTime >= 3.0f)
            {
                if (m_PhotonView.isMine)
                {
                    NetworkPlayerCtrl.Revival();
                }
            }

            m_fTime = 0.0f;

            GameObject CastBar = GameObject.FindGameObjectWithTag("HUD");
            CastBar.GetComponent <CastBarCtrl>().m_Player = null;
        }
    }
コード例 #13
0
ファイル: Tetris.cs プロジェクト: CPau/Tetris-of-the-Colossus
    void Start()
    {
        player        = GameObject.Find("/Player").GetComponent <PlayerCtrl>();
        grid          = GameObject.Find("/GM").GetComponent <GridSystem>();
        beat          = GameObject.Find("/GM").GetComponent <BeatCtrl>();
        ggm           = GameObject.Find("/GlobalGM").GetComponent <GlobalGM>();
        this.arm      = Instantiate(Resources.Load("Prefabs/" + transform.name[0] + "_arm")) as GameObject;
        this.arm_ctrl = arm.GetComponent <ArmShaderCtrl>();
        //transform.position = new Vector3(5, 5, 5);

        //this.pos = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z);
        this.follow = true;
        //InitPosGrid();
        this.can_fall            = true;
        this.project             = true;
        this.beat_after_spawn    = 0;
        this.beat_before_falling = 4;
        this.init       = true;
        this.to_destroy = false;
        if (ggm.mode == 2)
        {
            this.holding_time = 30;
        }
        if (ggm.mode == 3)
        {
            this.holding_time = 20;
        }
        this.arm_ctrl.arm_mode = 0;
    }
コード例 #14
0
    public override void ClickAction()                                  // 전화기 클릭시
    {
        state  = GameObject.Find("Player").GetComponent <PlayerCtrl>(); //플레이어 현재 상태
        Arrow  = GameObject.Find("phone");                              // 전화기 위 화살표
        phone  = GameObject.Find("phone");                              // 전화기
        player = GameObject.Find("Player");

        if (state.ps == PlayerCtrl.PlayerState.Call_119 && Arrow.GetComponent <SelectableObject>()._IsArrowAppearing == true &&
            player.transform.position == GameObject.Find("Position5").transform.position)    // 플레이어 현재 상태가 Call_119 이고 전화기 위 화살표가 활성화 일 때만
        {
            Arrow.GetComponent <SelectableObject>()._IsArrowAppearing = false;
            // 전화기 위 화살표 비활성화

            GameObject.Find("Ment6").GetComponent <UITextManager>().EraseText();


            phone.transform.parent           = camera.transform; // 전화기가 카메라 하위 오브젝트로 들어간다
            phone.transform.localPosition    = new Vector3(0.061f, -0.8f, 1.086f);
            phone.transform.localEulerAngles = new Vector3(88.4165f, 179.0273f, 1.949072f);


            // 위치 및 회전값 설정



            GameObject.Find("Ment7").GetComponent <UITextManager>().DrawText();
            Mic.SetActive(true);

            uiTextManager = GameObject.Find("UI(8)");                // 해당 ui문장을
            uiTextManager.GetComponent <UITextManager>().DrawText(); // 그려준다

            StartCoroutine("Record");                                // UI 텍스트를 그려주기 위해 코루틴 실행
        }
    }
コード例 #15
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 void Awake()
 {
     _instance = this;
     rigi      = GetComponent <Rigidbody2D>();
     foot      = transform.Find("Foot").GetComponent <PlayerFoot>();
     foot.SetTagsLayer(tagList, layer);
 }
コード例 #16
0
    private void Awake()
    {
        instance = this;
        Program  = codeUIElement.Program;
        codeButton.onClick.AddListener(() => SetState(UIState.Code));
        pauseButton.onClick.AddListener(() => SetState(UIState.Pause));
        resumeButton.onClick.AddListener(() => SetState(UIState.Game));
        closeCodeButton.onClick.AddListener(() => SetState(UIState.Game));
        restartButton.onClick.AddListener(() =>
        {
            Time.timeScale = 1;
            Restart();
        });
        exitButton.onClick.AddListener(() =>
        {
            Time.timeScale = 1;
            ToStageSelection();
        });

        player = FindObjectOfType <PlayerCtrl>();
        aimButton.onClick.AddListener(() => AimingButton.inst.CheckExprSlots());
        grimoireImage      = grimoire.GetComponent <Image>();
        transparencySlider = FindObjectOfType <Slider>();
        if (transparencySlider != null)
        {
            transparencySlider.onValueChanged.AddListener(ChangeCodeWindowTransparncy);
        }
    }
コード例 #17
0
ファイル: PlayerMng.cs プロジェクト: ChartaP/BattleProject
    /// <summary>
    ///GameInfo의 플레이어 정보를 받아오는 메서드
    /// </summary>
    public void GetPlayerInfo()
    {
        int cnt = 0;

        foreach (PlayerInfo info in GameInfo.playerList)
        {
            PlayerCtrl player = Instantiate(gPlayerCtrl, transform).GetComponent <PlayerCtrl>();
            player.playerInfo = info;
            player.name       = info.Name;
            player.PlayerID   = cnt;
            switch (cnt)
            {
            case 0:
                player.playerMater = Resources.Load("Texture/Materials/Blue") as Material;
                break;

            case 1:
                player.playerMater = Resources.Load("Texture/Materials/Red") as Material;
                break;
            }
            player.playerMng = this;
            PlayerList.Add(player);
            if (GameInfo.nCtrlPlayerID == player.PlayerID)
            {
                CtrlPlayer = player;
            }
            cnt++;
        }
    }
コード例 #18
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    private void StartInGame()
    {
        //サブカメラ取得
        SubCamera = GameObject.Find("MovieCamera").gameObject;
        SubCamera.SetActive(false);

        StartPos = _StartPos[Random.Range(0, _StartPos.Length)].transform;
        //プレイヤー生産
        PlayerObj = Instantiate(PlayerPrefabs[PrefabNum], StartPos.position, StartPos.rotation);
        PlayerSys = PlayerObj.GetComponent <PlayerCtrl>();

        //リスタート
        ResurrectionPanel = GameObject.Find("MoveCanvas/Resurrect");
        ReUI    = ResurrectionPanel.transform.Find("Count").GetComponent <Text>();
        UntilUI = ResurrectionPanel.transform.Find("Until").GetComponent <Text>();
        _sli    = ResurrectionPanel.transform.Find("RESlider").GetComponent <Slider>();

        _sli.value = 0;
        ReUI.text  = "0%";

        MovePanel = GameObject.Find("MoveCanvas/QuestPanel");
        KillText  = MovePanel.transform.Find("NumText").GetComponent <Text>();
        KillText2 = MovePanel.transform.Find("NumText2").GetComponent <Text>();
        tex       = MovePanel.transform.Find("Text").GetComponent <Text>();
        //テキスト関連
        QuestUIFunc();

        StartCoroutine("GameIsWinn");
    }
コード例 #19
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    //기술부채
    IEnumerator CoDropPlayer(PlayerCtrl player)
    {
        switch (player.playerSide)
        {
        case ePlayerSide.Player1:   ScrollCtrl.scrollSpeed1P = -1f; break;

        case ePlayerSide.Player2:   ScrollCtrl.scrollSpeed2P = -1f; break;
        }

        yield return(new WaitForSeconds(0.5f));

        switch (player.playerSide)
        {
        case ePlayerSide.Player1: ScrollCtrl.isScrolling1P = false; break;

        case ePlayerSide.Player2: ScrollCtrl.isScrolling2P = false; break;
        }
        yield return(new WaitForSeconds(1f));

        switch (player.playerSide)
        {
        case ePlayerSide.Player1: ScrollCtrl.isScrolling1P = true; break;

        case ePlayerSide.Player2: ScrollCtrl.isScrolling2P = true; break;
        }

        switch (player.playerSide)
        {
        case ePlayerSide.Player1: ScrollCtrl.scrollSpeed1P = 2.5f; break;

        case ePlayerSide.Player2: ScrollCtrl.scrollSpeed2P = 2.5f; break;
        }
    }
コード例 #20
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ファイル: SlotCtrl.cs プロジェクト: hbhdy/TheLastOne
    private void Awake()
    {
        player = GameObject.Find("CostumePlayer").GetComponent <PlayerCtrl>();

        cooltime = GameObject.Find("PanelCoolTime").GetComponent <CoolTimeCtrl>();

        ItemImg = transform.GetChild(0).GetComponent <Image>();

        // 스택 메모리 할당.
        slot = new Stack <ItemCtrl>();

        // 맨 처음엔 슬롯이 비어있다.
        isSlot = false;

        // 인벤토리 및 슬롯의 크기가 커지가나 작아지면
        // 텍스트 폰트의 크기도 유동적으로 바뀌어야 한다
        // 텍스트 폰트의 크기를 슬롯에 크기에 따라 변경해주는 구문이다
        //RectTransform rect = text.gameObject.GetComponent<RectTransform>();
        //float Size = text.gameObject.transform.GetComponentInParent<RectTransform>().sizeDelta.x;
        //text.fontSize = (int)(Size * 0.5f);

        // 텍스트 컴포넌트의 RectTransform을 가져온다.
        // 텍스트 객체의 부모 객체의 x지름을 가져온다.
        // 폰트의 크기를 부모 객체의 x지름 / 2 만큼으로 지정해준다.

        //cooltime = GameObject.Find("PanelCoolTime").GetComponent<CoolTimeCtrl>();
    }
コード例 #21
0
    // Use this for initialization
    void Start()
    {
        Trap_Activation = false;
        player          = PlayerCtrl.instance;

        nextTime = Time.time + Trap_Interval_Value;
    }
コード例 #22
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    void GetComponentFunction()
    {
        if (_navMesh == null)
        {
            _navMesh = GetComponent <NavMeshAgent>();
        }
        if (_anim == null)
        {
            _anim = GetComponentInChildren <Animator>();
        }
        if (_Player == null)
        {
            _Player = GameObject.FindGameObjectWithTag("Player");
        }
        if (_PlayerCtrl == null)
        {
            _PlayerCtrl = _Player.GetComponent <PlayerCtrl>();
        }

        // else Debug.Log("That's something Strange");
        if (_gm2 == null)
        {
            Debug.Log("That's something you need to added ");
        }

        if (_DeadEffect == null)
        {
            Debug.Log("That's something You need to add from Prefab Object");
        }

        if (_HurtEffect == null)
        {
            Debug.LogWarning("That's something you need to add");
        }
    }
コード例 #23
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 void Start()
 {
     animator    = GetComponent <Animator>();
     status      = GetComponent <CharacterStatus>();
     playerctrl  = GetComponent <PlayerCtrl>();
     prePosition = transform.position;
 }
コード例 #24
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ファイル: UnitMng.cs プロジェクト: ChartaP/BattleProject
    public UnitCtrl CreateUnit(Vector3 unitPos, PlayerCtrl Owner, eUnitType unitType = eUnitType.People)
    {
        UnitCtrl unitTemp = null;

        switch (unitType)
        {
        case eUnitType.People:
            unitTemp = Instantiate(gUnitList[0], this.transform).GetComponent <UnitCtrl>();
            unitTemp.SetUnit(this, unitType, Owner, unitPos);
            unitList.Add(unitTemp);

            foreach (MeshRenderer mesh in unitTemp.transform.GetComponentsInChildren <MeshRenderer>())
            {
                if (mesh.transform.tag == "Unit")
                {
                    mesh.material = Owner.playerMater;
                }
                if (mesh.transform.tag == "Interface")
                {
                    if (Owner == gameMng.playerMng.CtrlPlayer)
                    {
                        mesh.material = RangeMater[0];
                    }
                    if (Owner != gameMng.playerMng.CtrlPlayer)
                    {
                        mesh.material = RangeMater[1];
                    }
                }
            }
            break;
        }
        return(unitTemp);
    }
コード例 #25
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    //初始化
    private void Awake()
    {
        //取得缓存的数据 房间里面的所有角色
        foreach (var playerInfo in RoomModel.Instance.playerInfos)
        {
            //创建角色(模型)
            GameObject hero = ResManager.Instance.LoadHero(playerInfo.HeroID);
            //设置它的位置
            hero.transform.position    = spawnPosition[playerInfo.PosID];
            hero.transform.eulerAngles = spawnRotation[playerInfo.PosID];
            //添加控制器
            PlayerCtrl playerCtrl = hero.AddComponent <PlayerCtrl>();

            //缓存 角色物体
            playerCtrlDIC[playerInfo.RolesInfo.RolesID] = playerCtrl;
            RoomModel.Instance.playerObjects[playerInfo.RolesInfo.RolesID] = hero;

            //每个角色自己要做初始化 每个控制器
            playerCtrl.Init(playerInfo);
        }

        //加载战斗界面
        WindowManager.Instance.OpenWindow(WindowType.BattleWindow);

        //输入管理器的初始化
        this.gameObject.AddComponent <InputCtrl>()
        .Init(playerCtrlDIC[PlayerModel.Instance.rolesInfo.RolesID]);


        isInit = true;
    }
コード例 #26
0
    BoxCollider playerCollider; //플레이어 콜라이더

    // Use this for initialization
    void Start()
    {
        state          = GameObject.Find("Player").GetComponent <PlayerCtrl>();
        tr             = this.gameObject.GetComponent <Transform>(); //위치 컴포넌트
        camera         = GameObject.FindWithTag("MainCamera").GetComponent <Transform>();
        playerCollider = GameObject.FindWithTag("Player").GetComponent <BoxCollider>();
    }
コード例 #27
0
 private void Awake()
 {
     Instance    = this;
     m_rigidbody = GetComponent <Rigidbody>();
     m_model     = transform.GetChild(0).gameObject;
     m_animator  = m_model.GetComponent <Animator>();
 }
コード例 #28
0
    void Start()
    {
        Time.timeScale = 0;
        _startGame.SetActive(true);

        _timerObj = new Timer(_levelDuration);

        _fieldObj = new Field(_land, _sea);
        _fieldObj.Init();

        _seaEnemyObj = new SeaEnemy(_seaEnemy, _fieldObj);
        _seaEnemies.Add(_seaEnemyObj);
        _seaEnemyObj.InitSeaEnemies(_seaEnemies);

        _playerObj = new PlayerCtrl(_playerInLand, _playerInSea, _fieldObj, _track, _seaEnemies);

        _seaEnemyObj.Init(_playerObj);

        _landEnemyObj = new LandEnemy(_landEnemy, _fieldObj, _playerObj);

        _nextLevelObj = new NextLevel(_nextLevel, _fieldObj);

        _info = new InfoCtrl(_score, _lvl, _xn, _full, _time, _fieldObj, _seaEnemyObj, _playerObj, _timerObj);

        _gameOverObj = new GameOver(_gameOver, _playerObj, _seaEnemyObj, _seaEnemies, _landEnemyObj, _timerObj);
    }
コード例 #29
0
ファイル: PlayerCtrl.cs プロジェクト: iso5930/Clone
    private void OnTriggerEnter(Collider other)
    {
        if (m_PhotonView.isMine)
        {
            PlayerCtrl NetworkPlayerCtrl = other.gameObject.GetComponentInParent <PlayerCtrl>();

            if (NetworkPlayerCtrl == null)
            {
                return;
            }

            if (other.gameObject.tag == "NET_PLAYER_ATTACK")
            {
                if (m_PlayerTeam != NetworkPlayerCtrl.m_NetworkPlayerTeam)
                {
                    PlayerDie();
                    m_PhotonView.RPC("PlayerDie", PhotonTargets.Others, null);
                }
            }
            else
            {
                if (m_PlayerTeam == NetworkPlayerCtrl.m_NetworkPlayerTeam)
                {
                    if (NetworkPlayerCtrl.m_bDie == true)
                    {
                        m_fTime = 0.0f;
                        GameObject CastBar = GameObject.FindGameObjectWithTag("HUD");
                        CastBar.SetActive(true);
                        CastBar.GetComponent <CastBarCtrl>().m_Player = this;
                    }
                }
            }
        }
    }
コード例 #30
0
    public override void ClickAction()
    {
        state  = GameObject.Find("Player").GetComponent <PlayerCtrl>();  //플레이어 현재 상태
        Arrow  = GameObject.Find("ExitRoomDoor");                        // 밖으로 통하는 문 위 화살표
        Door   = GameObject.Find("ExitRoom").GetComponent <Transform>(); // 밖으로 문
        Player = GameObject.Find("Player");
        if (state.ps == PlayerCtrl.PlayerState.Escape_House && Arrow.GetComponent <SelectableObject>()._IsArrowAppearing == true)
        // 플레이어 현재 상태가 Escape_House 이고 밖으로 통하는 문 위 화살표가 활성화 일 때만
        {
            GameObject.Find("Ment15").GetComponent <UITextManager>().EraseText();

            if (GameObject.Find("Ment16").GetComponent <UITextManager>().transform.FindChild("CanvasGroup").gameObject.active)
            {
                GameObject.Find("Ment16").GetComponent <UITextManager>().EraseText();
            }

            GameObject.Find("ExitRoom").GetComponent <AudioSource>().enabled = true;

            Arrow.GetComponent <SelectableObject>()._IsArrowAppearing = false; // 문 위 화살표 비활성화
            Audio.GetComponent <AudioSource>().enabled  = false;
            Player.GetComponent <AudioSource>().enabled = false;

            End.SetActive(true);
            towel.SetActive(false);
            EndingCam.SetActive(true);
            // GameObject.Find("Ment16").SetActive(false);
            state.GetComponent <EscapeHouse>().Ending();
            StartCoroutine("OpenDoor"); //문 여는 코루틴
        }
    }
コード例 #31
0
ファイル: PlayerCtrl.cs プロジェクト: FinishProject/Secreto
 void Awake()
 {
     instance = this;
     controller = GetComponent<CharacterController>();
     anim = GetComponent<Animator>();
     pEffect = GetComponent<PlayerEffect>();
     wahleMove = GameObject.FindGameObjectWithTag("WAHLE").GetComponent<WahleMove>();
 }
コード例 #32
0
    void Start()
    {
        vDestPos = Vector3.zero;
        _Player = PlayerCtrl.Instance;
        fSpeed = 2f;

        bMove = false;
        bClickRight = false;
    }
コード例 #33
0
ファイル: RacePlayCtrl.cs プロジェクト: 2ty/race3d
    private void CreatePlayer()
    {
        if (player != null) {
            Destroy (player.gameObject);
            player	= null;
        }

        GameObject go;
        GameObject spawnPoint;
        if (PhotonNetwork.connected) {
            go = PhotonNetwork.Instantiate("PlayerCtrl", Vector3.zero, Quaternion.identity, 0);
            spawnPoint = stageAsset._spawnPoints[photonView.ownerId-1];
        } else {
            go = Instantiate<GameObject>(Resources.Load<GameObject>("PlayerCtrl"));
            spawnPoint = stageAsset._spawnPoint;
        }
        player = go.GetComponent<PlayerCtrl>();
        player.SetPosition (spawnPoint.transform.position);
        player.transform.SetParent (transform, false);
    }
コード例 #34
0
ファイル: PlayerFunc.cs プロジェクト: FinishProject/Secreto
 void Awake()
 {
     playerCtrl = GetComponent<PlayerCtrl>();
     instance = this;
 }
コード例 #35
0
ファイル: SnareTrap.cs プロジェクト: Kimsanggu/Maze
 // Use this for initialization
 void Start()
 {
     tr = GetComponent<Transform> ();
     pl = GameObject.FindWithTag ("Player").GetComponent<PlayerCtrl> ();
 }