void Start() { extraJumps = extraJumpsValue; rb = GetComponent <Rigidbody2D>(); trajectoryLine = GetComponent <TrajectoryLine>(); }
void Start() { //오브젝트 받아오기 rb = GetComponent <Rigidbody2D>(); bottleGenerator = GameObject.Find("BottleManager").GetComponent <BottleGenerator>(); player = GameObject.Find("Player"); bottleSelectController = GameObject.Find("BottleManager").GetComponent <BottleSelectController>(); playerImageController = player.GetComponent <PlayerImageController>(); padStrength = GameObject.Find("Pad_Strength").GetComponent <PadStrength>(); padDirection = GameObject.Find("Joystick").GetComponent <PadDirection>(); trajectoryLine = GameObject.Find("Trajectory").GetComponent <TrajectoryLine>(); transparent = GetComponent <SpriteRenderer>(); // 물병의 스프라이트 렌더러(투명도) tensionGaugeManager = GameObject.Find("Image_TensionGaugeBar").GetComponent <TensionGaugeManager>(); controllButtonsUIManager = GameObject.Find("UIManager").GetComponent <ControllButtonsUIManager>(); usefullOperation = GameObject.Find("GameResource").GetComponent <UsefullOperation>(); screenEffectController = GameObject.Find("Main Camera").GetComponent <ScreenEffectController>();; //값 초기화 rb.gravityScale = 0; transform.position = playerImageController.getBottlePosition(); isSuperPowerAvailabe = false; //물병에 초능력을 적용할 수 있는지의 여부 isStanding = false; onFloor = false; standingBySkill = false; rotateSpeed = 0.8f; //회전속도 delta = 0; destroyDelay = 1; standingDelay = 2; padStrengthTouched = false; padDirectionTouched = false; tensionGaugeUp = true; isDestroying = false; standBottle = false; }
private void Start() { rb = GetComponent <Rigidbody2D>(); cam = Camera.main; tl = GetComponent <TrajectoryLine>(); tbs = FindObjectOfType <TurnBasedSystem>(); }
public void Start() { bottles = GameObject.Find("Bottles"); controllButtonsUIManager = GameObject.Find("UIManager").GetComponent <ControllButtonsUIManager>(); playerImageController = GameObject.Find("Player").GetComponent <PlayerImageController>(); trajectoryLine = GameObject.Find("Trajectory").GetComponent <TrajectoryLine>(); }
private void Start() { cam = Camera.main; Tl = GetComponent <TrajectoryLine>(); Time.timeScale = 1f;//I added this line }
public override Trajectory GetClone() { Trajectory result = new TrajectoryLine (); result.Set (saveTrajectoryString); return result; }
// Start is called before the first frame update void Start() { origYScale = transform.localScale.y; origX = transform.position.x; origY = transform.position.y; tl = GetComponent <TrajectoryLine>(); cam = Camera.main; }
public override Trajectory GetClone() { Trajectory result = new TrajectoryLine(); result.Set(saveTrajectoryString); return(result); }
private void Start() { maxNumberOfMoves = moves; // quick workaround to make the maximum moves avalabile form the inspector for difficulty calibration. cam = Camera.main; tl = GetComponent <TrajectoryLine>(); currentNumberOfMoves = maxNumberOfMoves; OutOfMoves.resetGameOverState(); }
public override void OnAppeared() { ServicesManager.Instance.MissionsManager.InitUI(_missionUiControllers); InitTries(); _trajectoryLine = FindObjectOfType <TrajectoryLine>(); _trajectoryLine.SubscribeToOnPowerChanged(UpdatePower); FindObjectOfType <PlayerController>().OnBallMoves += OnBallMoving; UpdatePower(0f); }
// Start is called before the first frame update void Start() { camera = Camera.main; tl = GetComponent <TrajectoryLine>(); ph = GetComponent <PlayerHealth>(); if (SceneManager.GetActiveScene().name == "HappyFeet") { timer = GameObject.FindGameObjectWithTag("Timer").GetComponent <Timer>(); } glueObject = null; if (PlayerPrefs.GetString("PlayerSprite") == "white") { animator.runtimeAnimatorController = white; } else if (PlayerPrefs.GetString("PlayerSprite") == "black") { animator.runtimeAnimatorController = black; } }
private void Start() { tl = GetComponent <TrajectoryLine>(); anim = GetComponent <Animator>(); }
public void Init(GameObject initPosition, TrajectoryLine trajectoryLine) { Target = initPosition; _trajectoryLine = trajectoryLine; }
private void Start() { cam = Camera.main; tl = GetComponent <TrajectoryLine>(); }
public WaitForInput(PlayerController playerController) { _playerController = playerController; _trajectoryLine = _playerController.GetTrajectoryLine(); }
void Awake() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <CircleCollider2D>(); trajectoryLine = GetComponent <TrajectoryLine>(); }
// Start is called before the first frame update void Start() { speedTrack = FindObjectOfType <SpeedTrackerUI>(); trajectory = FindObjectOfType <TrajectoryLine>(); }