void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); this.status = this.GetComponent <CharacterStatus>(); this.charaAnimation = this.GetComponent <CharaAnimation>(); this.inputManager = FindObjectOfType <InputManager>(); this.targetCursor = FindObjectOfType <TargetCursor>(); this.targetCursor.SetPosition(this.transform.position); this.deathSeAudio = this.gameObject.AddComponent <AudioSource>(); this.deathSeAudio.clip = this.deathSeClip; this.deathSeAudio.loop = false; // Assert if (this.gameRuleCtrl == null) { Debug.LogError("Not found 'GameRuleCtrl' object."); } if (this.status == null) { Debug.LogError("Not found 'CharacterStatus' component."); } if (this.charaAnimation == null) { Debug.LogError("Not found 'CharaAnimation' component."); } if (this.inputManager == null) { Debug.LogError("Not found 'InputManager' object."); } }
public GameObject lastBeatEffect; //ラストビートのえふぇくと void Start() { status = this.GetComponent <CharacterStatus>(); charaAnimation = this.GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); camera = FindObjectOfType <FollowCamera>(); //ターゲットマーカー targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); //ジョイスティック joystick = FindObjectOfType <Joystick>(); damageSeAudio = gameObject.AddComponent <AudioSource>(); damageSeAudio.clip = damageSeClip; damageSeAudio.loop = false; damageSeAudio.volume = 0.2f; magicSeAudio = gameObject.AddComponent <AudioSource>(); magicSeAudio.clip = magicSeClip; magicSeAudio.loop = false; magicSeAudio.volume = 0.2f; abilitySeAudio = gameObject.AddComponent <AudioSource>(); abilitySeAudio.clip = abilitySeClip; abilitySeAudio.loop = false; abilitySeAudio.volume = 0.2f; ability2SeAudio = gameObject.AddComponent <AudioSource>(); ability2SeAudio.clip = abilitySeClip; ability2SeAudio.loop = false; ability2SeAudio.volume = 0.2f; ReactLine = status.MaxHP * ReactLine; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); basePosition = transform.position; waitTime = waitBaseTime; }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); }
// Use this for initialization void Start() { this.inputManager = FindObjectOfType <InputManager> (); this.charaAnimation = GetComponent <CharaAnimation> (); this.status = GetComponent <CharacterStatus> (); this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl> (); this.gameRuleCtrl.UpdatePlayerHP(this.status.HP); }
public void Copy(BasicCard card) { charaAnimation = card.GetCharaAnimation(); cardName = card.GetCardName(); sentence = card.sentence; levelSentence = card.levelSentence; level = card.level; cost = card.cost; UpdateView(); }
// Use this for initialization void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl> (); this.status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); basePosition = transform.position; waitTime = waitBaseTime; }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); // 초기 위치를 저장한다. basePosition = transform.position; // 대기 시간. waitTime = waitBaseTime; }
//ゲーム開始時の初期化 public void Initialize(string _myName) { charaAnimation = GetComponent <CharaAnimation>(); myName = _myName; life = paraTable.lifeScale * lifePoint; maxLife = life; attack = paraTable.attackScale * attackPoint; defense = paraTable.defenseScale * defensePoint; //Debug.Log(owner+" life:"+life+" attack:"+attack+" defense:"+defense); lifeGauge.Initialize(life, life); }
void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); this.status = this.GetComponent <CharacterStatus>(); this.charaAnimation = this.GetComponent <CharaAnimation>(); this.characterMove = this.GetComponent <CharacterMove>(); // 初期位置を保持 this.basePosition = this.transform.position; // 待機時間 this.waitTime = this.waitBaseTime; }
// Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); characterMove = GetComponent <CharacterMove>(); // 初期位置を保持 basePosition = transform.position; // 待機時間 waitTime = waitBaseTime; gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); }
private void Start() { objName = this.gameObject.name; noteSpeed = NoteSpeeds(); Debug.Log(noteSpeed); GameControler = GameObject.Find("GameControler"); gameControler = GameControler.GetComponent <GameControler>(); tinpan = GameObject.Find("tinpan"); animation = tinpan.GetComponent <CharaAnimation>(); spriteRenderer = this.gameObject.GetComponent <SpriteRenderer>(); note = GameObject.Find("PartyNote"); noteFrequency = note.GetComponent <NoteFrequency>(); }
// Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); // 오디오 초기화. deathSeAudio = gameObject.AddComponent <AudioSource>(); deathSeAudio.loop = false; deathSeAudio.clip = deathSeClip; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); targetCursor = FindObjectOfType<TargetCursor>(); targetCursor.SetPosition(transform.position); // 오디오 초기화. deathSeAudio = gameObject.AddComponent<AudioSource>(); deathSeAudio.loop = false; deathSeAudio.clip = deathSeClip; }
// Use this for initialization void Start() { this.gameRuleCtrl = FindObjectOfType<GameRuleCtrl> (); this.status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); characterMove = GetComponent<CharacterMove>(); basePosition = transform.position; waitTime = waitBaseTime; }
// Use this for initialization void Start() { this.inputManager = FindObjectOfType<InputManager> (); this.charaAnimation = GetComponent<CharaAnimation> (); this.status = GetComponent<CharacterStatus> (); this.gameRuleCtrl = FindObjectOfType<GameRuleCtrl> (); this.gameRuleCtrl.UpdatePlayerHP (this.status.HP); }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); targetCursor = FindObjectOfType<TargetCursor>(); targetCursor.SetPosition(transform.position); }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); characterMove = GetComponent<CharacterMove>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); // 초기 위치를 저장한다. basePosition = transform.position; // 대기 시간. waitTime = waitBaseTime; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); characterMove = GetComponent<CharacterMove>(); // 초기 위치를 저장한다. basePosition = transform.position; // 대기 시간. waitTime = waitBaseTime; }