コード例 #1
0
    // Start is called before the first frame update
    void Start()
    {
        mFireScr = gameObject.GetComponentInChildren <Fire>();
        mSupScr  = gameObject.GetComponentInChildren <SuperAttackController>();
        switch (curLvl)
        {
        case 1:
            curLvlExp = Lvl1Exp;
            break;

        case 2:
            curLvlExp = Lvl2Exp;
            break;

        case 3:
            curLvlExp = Lvl3Exp;
            break;

        case 4:
            curLvlExp = Lvl4Exp;
            break;

        default:
            break;
        }

        UpdateUI();
    }
コード例 #2
0
    void Start()
    {
        player                  = ReInput.players.GetPlayer(myPlayerID);
        gameManager             = GameObject.Find("GameManager");
        respawnManager          = gameManager.GetComponent <RespawnManager>();
        rb                      = GetComponent <Rigidbody>();
        myHealth                = GetComponent <Health>();
        mySFXManager            = GetComponent <SFXManager>();
        myFire                  = GetComponentInChildren <Fire>();
        myFire.player           = player;
        myFire.playerController = this;
        myFire.myPlayerID       = myPlayerID;
        mySuperController       = GetComponentInChildren <SuperAttackController>();
        mySuperController.myPlayerController = this;
        myTowerManager = gameManager.GetComponent <TowerManager>();
        mySuperController.myPlayerID = myPlayerID;
        fadeInOut = cam.GetComponent <FadeInOut>();


        normalSpeed = moveSpeed;

        //num 00
        tempLayer = (gameObject.layer + 2);
        //bitshifted layer number 0000
        myColorCheck = 1 << tempLayer;
        //layer 00
        myColorLayer = Mathf.Log(myColorCheck, 2);

        print(gameObject.name + " " + myColorLayer);


        switch (myColorLayer)
        {
        case 8:
            layerToTakeDamageFrom = 11;
            break;

        case 9:
            layerToTakeDamageFrom = 10;
            break;
        }
    }