void Start() { m_physicBhv = GetComponent <PhysicCharBehaviour>(); m_dirAnim = GetComponent <DirectionalAnimation>(); StopAllCoroutines(); StartCoroutine(DoLogic()); }
void Start() { m_animCtrl = GetComponents <DirectionalAnimation>()[0]; m_phyChar = GetComponent <PhysicCharBehaviour>(); TargetTile = RpgMapHelper.GetAutoTileByPosition(transform.position, 0); ableToMove = true; }
void Start() { m_fAngOff = 360f * Random.value; m_moving = GetComponent <MovingBehaviour>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); m_pathFindingBehaviour = GetComponent <MapPathFindingBehaviour>(); m_animCtrl = GetComponent <DirectionalAnimation>(); }
// Use this for initialization void Start() { m_fAngOff = 360f * Random.value; m_player = GameObject.FindGameObjectWithTag("Player"); m_moving = GetComponent<MovingBehaviour>(); m_phyChar = GetComponent<PhysicCharBehaviour>(); m_pathFindingBehaviour = GetComponent<MapPathFindingBehaviour>(); m_animCtrl = GetComponent<DirectionalAnimation>(); }
// Use this for initialization void Start() { m_animCtrl = GetComponent <DirectionalAnimation>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); targetTile = this.transform.position; ableToMove = true; spawnTile = targetTile; tmov = GetComponent <TileMovementBehaviour> (); curr = transform.position; foundTarg = false; }
// Use this for initialization void Start() { //charinv = this.GetComponent<Inventory> (); equipManager = new idvEquip(); m_charAnimCtrl = GetComponent <DirectionalAnimation>(); hashT = new Dictionary <string, GameObject>(); phy = GetComponent <PhysicCharBehaviour> (); hashT.Add("Helm", equipManager.helm); hashT.Add("Chest", equipManager.chest); hashT.Add("Legs", equipManager.legs); hashT.Add("Weapon", equipManager.weapon); hashT.Add("Shield", equipManager.shield); hashT.Add("Necklace", equipManager.necklace); hashT.Add("Ring", equipManager.ring); animName = "Blank char"; }
public void OnSceneGUI() { if (!m_toggleEditColliderRect) { return; } PhysicCharBehaviour myTarget = (PhysicCharBehaviour)target; float fHandleSize = 0.04f * HandleUtility.GetHandleSize(myTarget.transform.position); Vector3[] verts = new Vector3[] { //NOTE: GUI Y axis has opposite direction, so y sign is changed new Vector3(myTarget.CollRect.xMin, myTarget.CollRect.yMin, 0) + myTarget.transform.position, new Vector3(myTarget.CollRect.xMax, myTarget.CollRect.yMin, 0) + myTarget.transform.position, new Vector3(myTarget.CollRect.xMax, myTarget.CollRect.yMax, 0) + myTarget.transform.position, new Vector3(myTarget.CollRect.xMin, myTarget.CollRect.yMax, 0) + myTarget.transform.position, }; Handles.DrawSolidRectangleWithOutline(verts, new Color(0, 0, 0, 0), new Color(0f, 0.4f, 1f)); Vector3[] handles = new Vector3[verts.Length]; for (int i = 0; i < verts.Length; ++i) { handles[i] = (verts[i] + verts[(i + 1) % verts.Length]) / 2; Handles.color = Color.cyan; handles[i] = Handles.FreeMoveHandle(handles[i], Quaternion.identity, fHandleSize, Vector3.zero, EditorCompatibilityUtils.DotCap); //handles[i].y = -handles[i].y; // restore y sign handles[i] -= myTarget.transform.position; } myTarget.CollRect.yMin = handles[0].y; myTarget.CollRect.xMax = handles[1].x; myTarget.CollRect.yMax = handles[2].y; myTarget.CollRect.xMin = handles[3].x; Vector3 vCenter = new Vector3(myTarget.CollRect.center.x, myTarget.CollRect.center.y); vCenter = Handles.FreeMoveHandle(vCenter + myTarget.transform.position, Quaternion.identity, fHandleSize, Vector3.zero, EditorCompatibilityUtils.DotCap); vCenter -= myTarget.transform.position; myTarget.CollRect.center = new Vector2(vCenter.x, vCenter.y); if (GUI.changed) { EditorUtility.SetDirty(target); } }
protected virtual void Start() { m_animCtrl = GetComponent <DirectionalAnimation>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); }
protected override void Start() { base.Start(); m_playerCtrl = GameObject.FindObjectOfType <PlayerController>(); phyChar = GetComponent <PhysicCharBehaviour>(); }
void Start() { m_physicBhv = GetComponent<PhysicCharBehaviour>(); m_dirAnim = GetComponent<DirectionalAnimation>(); StopAllCoroutines(); StartCoroutine(DoLogic()); }
protected override void Start() { base.Start(); m_playerCtrl = GameObject.FindObjectOfType<PlayerController>(); phyChar = GetComponent<PhysicCharBehaviour>(); }
protected virtual void Start() { m_animCtrl = GetComponent<DirectionalAnimation>(); m_phyChar = GetComponent<PhysicCharBehaviour>(); }