void Start() { audioManager = FindObjectOfType <AudioManager>(); currentHealth = startHealth; healthBarSlider.value = currentHealth; scene = FindObjectOfType <PlayerScene>(); }
override public void Update(eKey p_Temp) { Console.Clear(); switch (p_Temp) { case eKey.Up: m_nChoicePosY = 30; break; case eKey.Down: m_nChoicePosY = 32; break; //Spacebar로 선택 //선택 후 m_nChoicePosY값이 30이면 다음 씬으로 넘어가고 //아닐 경우 종료 case eKey.Space: if (m_nChoicePosY == 30) { Console.Clear(); PlayerScene player = new PlayerScene(); player.Run(); break; } else if (m_nChoicePosY == 32) { Environment.Exit(0); } break; } }
private void InitProgram() { playerScene = new(this); camera = new(TypeOfView.Orthographic, playerScene.player, this); playerScene.Init(); camera.Init(); Input.Initialize(this); }
void Start() { player = FindObjectOfType <PlayerScene>(); if (player.hasLKey && torchNumber == 1) { fireEffect.SetActive(true); } else if (player.hasRKey && torchNumber == 2) { fireEffect.SetActive(true); } }
void Start() { playerScene = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScene>(); if (playerScene.hasLKey && keyName == "LKey") { Destroy(gameObject); } else if (playerScene.hasRKey && keyName == "RKey") { Destroy(gameObject); } }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScene>(); }
private void Vore() => PlayerScene?.Invoke(voreScene);