コード例 #1
0
ファイル: CameraFollow.cs プロジェクト: Koba0100/WarCrawl
 void Start()
 {
     player = target.GetComponent<FakeParent>().other.transform;
     playerMovement = player.gameObject.GetComponent<Movement>();
     playerInfo = player.gameObject.GetComponent<PlayerInfo>();
     thisCamera = GetComponent<Camera>();
     targetParent = target.GetComponent<FakeParent>();
     ops = player.gameObject.GetComponent<PlayerOptionsManager>();
     UpdateVariables();
 }
コード例 #2
0
    void Start()
    {
        eventSys = EventSystem.current;
        mm = GameObject.FindGameObjectWithTag("MenuParent").GetComponent<MainMenuController>();
        profilePrefab = Resources.Load("Prefabs/ProfileButton") as GameObject;
        saveDummy = GetComponent<PlayerOptionsManager>();
        keys = editMenu.GetComponentsInChildren<KeybindButton>();
        //Debug.Log(keys.Length);

        standard = prevPage.colors;
        grayed = prevPage.colors;
        grayed.normalColor = gray;
        grayed.highlightedColor = gray;
        grayed.pressedColor = gray;

        RefreshProfiles();
    }
コード例 #3
0
ファイル: Movement.cs プロジェクト: Koba0100/WarCrawl
 void Start()
 {
     cameraScript = GetComponentInChildren<CameraFollow>();
     playerCamera = GetComponentInChildren<Camera>();
     playerCombo = GetComponent<Combo>();
     anim = GetComponent<Animator>();
     // Disconnect the target so it uses fakeparent.
     cameraScript.target.parent = null;
     playerBody = GetComponent<Rigidbody>();
     playerInfo = GetComponent<PlayerInfo>();
     ops = GetComponent<PlayerOptionsManager>();
 }
コード例 #4
0
ファイル: Combo.cs プロジェクト: Koba0100/WarCrawl
    void Awake()
    {
        // Grab parent and animator to pass into all attacks.
        actor = this.gameObject;
        actorMovement = actor.GetComponent<Movement>();
        anim = actor.GetComponent<Animator>();
        // Grab playerInfo
        playerInfo = GetComponent<PlayerInfo>();
        ops = GetComponent<PlayerOptionsManager>();

        // Init attacks.
        for (int i = 0; i < sequencesInit.Count && i < attackInitNames.Length; i++)
            attacksMap[sequencesInit[i]] = (new Attack(AttacksDB.dict[attackInitNames[i]]));

        // Init attack creators and other pass-down variables.
        foreach (Attack i in attacksMap.Values)
        {
            i.creator = actor;
            i.anim = anim;
            i.creatorMovement = actorMovement;
        }

        // Init timer.
        timeoutTimer = timeoutInterval;
        AcceptInput();
    }