コード例 #1
0
ファイル: boss1.cs プロジェクト: TheChot/FuriousSkies
    // bool canCount;

    // Start is called before the first frame update
    void Start()
    {
        bc                   = (bossController)GetComponent <bossController>();
        shootTimeReset       = shootTime;
        maxShootTime         = shootTime;
        phase3ShootTimeReset = phase3ShootTime;
    }
コード例 #2
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     playerPos        = GameObject.FindGameObjectWithTag("Player").transform;
     rb               = animator.GetComponent <Rigidbody2D>();
     boss             = animator.GetComponent <bossController>();
     boss.isAttacking = false;
 }
コード例 #3
0
ファイル: boss2.cs プロジェクト: TheChot/FuriousSkies
 // Start is called before the first frame update
 void Start()
 {
     bc = (bossController)GetComponent <bossController>();
     shootTimeResetP1 = shootTimeP1;
     chargeTimerReset = chargeTimer;
     stopTimeReset    = stopTime;
     stopTimeReset2   = stopTime2;
 }
コード例 #4
0
ファイル: boss3.cs プロジェクト: TheChot/FuriousSkies
 // Start is called before the first frame update
 void Start()
 {
     bc = (bossController)GetComponent <bossController>();
     shootTimeP1Reset    = shootTimeP1;
     shootTimeP2Reset    = shootTimeP2;
     shieldTimeReset     = shieldTime;
     shieldOnTimeReset   = shieldOnTime;
     enemySpawnTimeReset = enemySpawnTime;
 }
コード例 #5
0
 // Start is called before the first frame update
 void Start()
 {
     thisShooting      = GetComponent <pewPew>();
     maskMerry         = GetComponent <faceChange>();
     thisCollar        = puppetTeer.GetComponent <bossController>();
     startingBossSpeed = GameManager.instance.startingBossSpeed;
     bossSpeed         = startingBossSpeed;
     makeShadow        = 0.8f;
     goHere            = thisMob.position;
 }
コード例 #6
0
    //detects if hit an enemy, and tells the enemyController how much damage to take
    void OnTriggerEnter2D(Collider2D hitInfo)
    {
        enemyController enemy = hitInfo.GetComponent <enemyController>();
        bossController  boss  = hitInfo.GetComponent <bossController>();

        if (enemy != null)
        {
            enemy.TakeDamage(totalDamage);
        }
        else if (boss != null)
        {
            boss.TakeDamage(totalDamage);
        }
    }
コード例 #7
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     boss = animator.GetComponent <bossController>();
 }
コード例 #8
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     boss             = animator.GetComponent <bossController>();
     atkNum           = animator.GetInteger("attackNum");
     boss.isAttacking = true;
 }
コード例 #9
0
 // Use this for initialization
 void Start()
 {
     aS   = GetComponent <AudioSource>();
     boss = GetComponentInParent <bossController>();
 }