public ShowBoatControl(BoatStats boatStats) { InitializeComponent(); this.boatStats = boatStats; PopulateLabels(); }
void Start() { bs = GetComponentInParent <BoatStats>(); for (int i = 0; i < sprites.Length; i++) { sprites[i].SetActive(false); } sprites[0].SetActive(true); }
private void Start() { boataudio = boat.GetComponent <AudioSource>(); spawnedFish = new List <GameObject>(); line = boat.GetComponent <BoatLine>().Line.GetComponent <FishingLine>(); boatStats = boat.GetComponent <BoatStats>(); zoneHandler = gameObject.GetComponent <ZoneHandler>(); ZoneHandler.SectionChanged += SectionChange; fishCaughtText.text = "Fish Caught 0/" + boatStats.CarryAmount; SectionChange(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { _audio.Play(); //Debug.Log("Bullet.2D is be diaoyong"); BoatStats bs = collision.gameObject.GetComponentInParent <BoatStats>(); //确保减少血量为进入范围的船只的血量 bs.TakeDamage(10); //待等武器的类创建之后再详细写出 Destroy(gameObject, 0.3f); } }
private void Start() { _targetPosition = transform.position; boatCurrentState = BoatState.START; boatFuel = GetComponent <BoatFuel>(); boatStats = GetComponent <BoatStats>(); boatUpgrade = GetComponent <BoatUpgrade>(); boatColliders = gameObject.GetComponents <BoxCollider>(); //HealthBar.OnBirdRescueSuccess += BirdSaved; //HealthBar.OnBirdRescueFail += BirdDied; tutorial.SetActive(true); FindObjectOfType <AudioManager>().Play("Ocean"); FindObjectOfType <AudioManager>().Play("Engine"); FindObjectOfType <AudioManager>().Volume("Engine", 0.4f); FindObjectOfType <AudioManager>().Play("EngineStart"); }
public Boat(BoatStats boatStats) : base(boatStats) { location = new Point(0, 0); horizontalSpeed = BasicHorizontalSpeed; verticalSpeed = BasicVerticalSpeed; size = BasicSize; HullHealth = BasicHullHealth; SailHealth = BasicSailHealth; RigginPercent = 100; FloodPercent = 0; GivenHorizontalSpeed = (100 - (SailHealthHorizonatlPercent + RigHorizontalPercent + FloodHorizontalPercent)) * BasicHorizontalSpeed / 100; GivenVerticalSpeed = (100 - (SailHealthVerticalPercent + RigVerticalPercent + FloodVerticalPercent)) * BasicVerticalSpeed / 100; }
public BoatStats(BoatStats boatStats) { basicSize = boatStats.BasicSize; basicHullHealth = boatStats.BasicHullHealth; basicSailHealth = boatStats.BasicSailHealth; basicHorizontalSpeed = boatStats.BasicHorizontalSpeed; basicVerticalSpeed = boatStats.BasicVerticalSpeed; sailHealthHorizonatlPercent = boatStats.SailHealthHorizonatlPercent; sailHealthVerticalPercent = boatStats.SailHealthVerticalPercent; floodVerticalPercent = boatStats.FloodVerticalPercent; floodHorizontalPercent = boatStats.FloodHorizontalPercent; rigVerticalPercent = boatStats.RigVerticalPercent; rigHorizontalPercent = boatStats.RigHorizontalPercent; riggingDeficit = boatStats.RiggingDeficit; sailDeficit = boatStats.SailDeficit; floodDeficit = boatStats.FloodDeficit; }
public void FishStart(BoatStats stats) { velocity = transform.forward; boatStats = stats; }
private void Start() { boatStats = GetComponent <BoatStats>(); boatUpgrade = GetComponent <BoatUpgrade>(); }