コード例 #1
0
    float waiting = 1;             //   바로 삭제되지 않고 1초 대기. 이미지 랜더링 될 수 있으니 ...

    public player_effect(ref Platformer.Mechanics.PlayerController _pc, enumPlayerEffectType _type, float _value = 0, float _time = 0)
    {
        pc           = _pc;
        effectType   = _type;
        time_to_keep = _time;
        value        = _value;
    }
コード例 #2
0
ファイル: SprayShoot.cs プロジェクト: osoc-es/nia-mondo
 public void Start()
 {
     weaponGO.SetActive(true);
     playerController       = GetComponent <Platformer.Mechanics.PlayerController>();
     playerWeaponController = GetComponent <PlayerWeaponController>();
     audioSource            = GetComponent <AudioSource>();
     audioSource.clip       = clip;
 }
コード例 #3
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ファイル: WeaponSelector.cs プロジェクト: osoc-es/nia-mondo
    private void Start()
    {
        disableHover();
        selectorCanvas.SetActive(false);
        confirmButton.onClick.AddListener(SelectionConfirmed);

        badWeaponButton.onClick.AddListener(BadWeaponSelected);
        goodWeaponButton.onClick.AddListener(GoodWeaponSelected);

        playerController = player.GetComponent <Platformer.Mechanics.PlayerController>();
    }
コード例 #4
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    public void Set(ref Platformer.Mechanics.PlayerController _pc, enumPlayerEffectType _type, float _value = 0, float _time = 0)
    {
        pc           = _pc;
        effectType   = _type;
        time_to_keep = _time;
        value        = _value;

        deleted    = false;
        bDeleteNow = false;
        waiting    = 1;          //   바로 삭제되지 않고 1초 대기. 이미지 랜더링 될 수 있으니 ...
    }
コード例 #5
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 private void Awake()
 {
     pc    = gameObject.GetComponent <Platformer.Mechanics.PlayerController>();
     peMap = new Dictionary <player_effect.enumPlayerEffectType, player_effect>();
 }
コード例 #6
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 public player_effect_damage(ref Platformer.Mechanics.PlayerController _pc, enumPlayerEffectType _type, float _value = 0, float _time = 0) : base(ref _pc, _type, _value, _time)
 {
 }