//private bool isGrounded; void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); //heartTransform = GetComponent<Transform>(); heartRB = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { redPots = 2; redNum = GameObject.Find("redNum").GetComponent <Text>(); playerHealth = GameObject.Find("Player").GetComponent <playerHealth>(); playerAttack = GameObject.Find("trigger").GetComponent <playerAttack> (); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerController = player.GetComponent <playerController>(); playerAttack = player.GetComponent <playerAttack>(); StartCoroutine(Timer()); }
// Use this for initialization void Start() { ps = GameObject.FindGameObjectWithTag("Player").GetComponent <playerstatus> (); pa = GameObject.FindGameObjectWithTag("Player").GetComponent <playerAttack> (); //setInfo (); }
void Start() { gameController = GameObject.Find("UI").GetComponent <GameController>(); player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); groundEnemyTransform = GetComponent <Transform>(); groundEnemyRB = GetComponent <Rigidbody2D>(); }
// Start is called before the first frame update void Start() { playerGroundedCheck = GetComponentInChildren <PlayerGroundedCheck>(); playerTransform = GetComponent <Transform>(); player = GetComponent <Rigidbody2D>(); playerCollider = GetComponent <CapsuleCollider2D>(); playerAttack = GetComponent <playerAttack>(); }
void Start() { character = GetComponent <CharacterController>(); playerAttack = GetComponent <playerAttack>(); targetPosition = transform.position; //tag = "no tag selected"; }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); flyingEnemyTransform = GetComponent <Transform>(); flyingEnemy = GetComponent <Rigidbody2D>(); facing = flyingEnemyTransform.localScale.x; }
void Start() { playerScale = transform.localScale; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; myAttack = GetComponentInChildren <playerAttack>(); }
playerAttack pa; // Player Attack script // Use this for initialization void Start () { //get player animator Animator anim; //Get players movement script pc = GetComponent<PlayerControl> (); //Get players attack script pa = transform.FindChild("weapon").GetComponent<playerAttack> (); }
void Start() { gameController = GameObject.Find("UI").GetComponentInChildren <GameController>(); player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); //heartTransform = GetComponent<Transform>(); daggerPickUpRB = GetComponent <Rigidbody2D>(); }
//public GameController gameController; // Start is called before the first frame update void Start() { //gameController = GameObject.Find("UI").GetComponentInChildren<GameController>(); player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); secretRB = GetComponent <Rigidbody2D>(); secretTransform = GetComponent <Transform>(); }
// Start is called before the first frame update void Start() { gameController = GameObject.Find("UI").GetComponentInChildren <GameController>(); player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); flyingEnemyTransform = GetComponent <Transform>(); flyingEnemy = GetComponent <Rigidbody2D>(); facing = flyingEnemyTransform.localScale.x; }
void OnTriggerEnter2D(Collider2D collider) { if (collider.transform.tag == "Player") { print("Hello"); playerAttack attack = collider.transform.GetComponent <playerAttack>(); attack.weapond = newWeapond; Destroy(gameObject); } }
// Start is called before the first frame update void Start() { playerGroundedCheck = GetComponentInChildren <PlayerGroundedCheck>(); playerTransform = GetComponent <Transform>(); player = GetComponent <Rigidbody2D>(); playerCollider = GetComponent <CapsuleCollider2D>(); playerAttack = GetComponent <playerAttack>(); UI = FindObjectOfType <Canvas>(); healthBar = UI.GetComponentInChildren <PlayerHealthBar>(); }
void Awake() { _instance = this; ps = this.GetComponent <playerstatus>(); animation = GetComponent <Animation> (); normal = body.GetComponent <Renderer> ().material.color; pa = this.GetComponent <playerAnimation> (); foreach (GameObject go in efxArray) { efxDict.Add(go.name, go); } }
void CheckSkill() { if (status.IsAttacked | status.IsAttack | status.IsDead) { return; } if (Time.time - status.LastSkillTime > status.skillRestTime | Time.time < status.skillRestTime) { skillInfo = attack.GetSkillInfo((int)status.FaceTo); status.SkillDir = status.LastDir; if (Input.GetButton("Fire2") && !status.IsSkill && status.CurBlue > status.SkillBlue) { status.IsSkill = true; status.LastSkillTime = Time.time; fireball = Instantiate(Resources.Load("player/playerSkill", typeof(playerAttack))) as playerAttack; fireball.Pstatus = status; //fireball.transform.SetParent(this.transform); //Vector2 skillPos = collider.ClosestPoint((Vector2)(target.position)); fireball.GetComponent <Transform>().position = tranform.position + skillInfo.pos; fireball.GetComponent <Transform>().rotation = skillInfo.qua; Destroy(fireball.gameObject, status.skillHoldTime); status.UpdateBlue(-status.SkillBlue); } else { status.IsSkill = false; } } //进行攻击动作 animator.SetBool("is_skill", status.IsSkill); if (status.IsSkill) { //rigidbody2d.velocity + fireball.GetComponent <Rigidbody2D>().velocity = skillInfo.speed * (Vector2)status.SkillDir; if (!audio.isPlaying) { audio.PlayOneShot((int)Time.time % 2 == 0 ? skill1 : skill2); } //Debug.LogFormat("fireball velocity {0}", fireball.GetComponent<Rigidbody2D>().velocity); } else { if (fireball) { Destroy(fireball.gameObject, 0.3f); } } }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerAttack = player.GetComponent <playerAttack>(); axe = GetComponent <Rigidbody2D>(); facing = player.transform.localScale.x; if (facing > 0) { axe.AddForce(new Vector2(2f, throwForce), ForceMode2D.Impulse); } else if (facing < 0) { axe.AddForce(new Vector2(-2f, throwForce), ForceMode2D.Impulse); } }
// Start is called before the first frame update void Start() { daggerTransform = GetComponent <Transform>(); player = GameObject.FindGameObjectWithTag("Player"); facing = player.transform.localScale.x; playerAttack = player.GetComponent <playerAttack>(); playerRigidbody = player.GetComponent <Rigidbody2D>(); attackPoint = player.transform.Find("subAttackPoint"); daggerTransform.position = attackPoint.position; if (facing > 0) { targetPoint = new Vector3((daggerTransform.position.x + 50f), daggerTransform.position.y, 0); } else if (facing < 0) { targetPoint = new Vector3((daggerTransform.position.x - 50f), daggerTransform.position.y, 0); } }
// Start is called before the first frame update void Start() { crossTransform = GetComponent <Transform>(); player = GameObject.FindGameObjectWithTag("Player"); facing = player.transform.localScale.x; playerAttack = player.GetComponent <playerAttack>(); playerRigidbody = player.GetComponent <Rigidbody2D>(); attackPoint = player.transform.Find("subAttackPoint"); crossTransform.position = attackPoint.position; startPoint = attackPoint.position; if (facing > 0) { targetPoint = new Vector3((crossTransform.position.x + range), crossTransform.position.y, 0); throwDirection = 1; } else if (facing < 0) { targetPoint = new Vector3((crossTransform.position.x - range), crossTransform.position.y, 0); throwDirection = -1; } }
void Start() { playerSprite = GetComponent <SpriteRenderer>(); playerGroundedCheck = GetComponentInChildren <PlayerGroundedCheck>(); playerTransform = GetComponent <Transform>(); player = GetComponent <Rigidbody2D>(); playerCollider = GetComponent <CapsuleCollider2D>(); playerAttack = GetComponent <playerAttack>(); UI = FindObjectOfType <Canvas>(); //healthBar = UI.GetComponentInChildren<PlayerHealthBar>(); primaryAttackPoint = transform.Find("primaryAttackPoint"); subAttackPoint = transform.Find("subAttackPoint"); playerAnimator = GetComponent <Animator>(); /*playerHealth = 16; * playerFacing = 1; * isInvulnerable = false; * invulnerableDuration = 3; * jumpForce = 7.5f; * isHit = false; * isDead = false; * speed = 5f; * nearStairs = false; * onStairs = false; * goingUp = false; * goingDown = false; * stairsStartPoint = Vector2.zero; * stairsEndPoint = Vector2.zero; * nearbyStairs = null; * stairsInfo = null; * stairsFacing = 0; * stairsSlope = 0; * maxVelocity = 5f; * stepRate = 4f; */ }
private void Start() { playerAtt = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <playerAttack>(); }
void Start() { attackController = gameObject.GetComponent <playerAttack>(); }
// Use this for initialization void Start() { ps = GetComponent <playerstatus> (); animation = GetComponent <Animation>(); attack = GetComponent <playerAttack> (); }