private void Awake()
    {
        m_PlayerController       = GameObject.FindObjectOfType <PlayerController>();
        m_PlayerPhysicsBehaviour = gameObject.AddComponent <PlayerPhysicsBehaviour>();
        m_PlayerData             = m_PlayerController.m_PlayerData;
        m_Input = m_PlayerController.m_InputControlles;
        m_GroundCheckBehaviour = GetComponent <GroundCheckBehaviour>();
        m_Animator             = GetComponentInChildren <Animator>();
        m_PlayerHitBoxSpawner  = GameObject.FindObjectOfType <PlayerHitBoxSpawner>();
        m_CanTurn            = true;
        m_CanJump            = true;
        m_CanChangeColor     = true;
        m_CanChangeCharacter = true;
        m_WasGrounded        = true;
        m_BoxCollider2D      = GetComponent <BoxCollider2D>();
        m_SpriteRenderer     = GetComponentInChildren <SpriteRenderer>();
        m_PlayerState        = new PlayerStandingBehaviour(this);

        m_OriginalColliderSize   = new Vector2(0.75f, 2.5f);
        m_OriginalColliderOffset = new Vector2(0f, -0.75f);

        m_CobaltBehaviour        = new CobaltBehaviour();
        m_CobaltData             = ScriptableObject.CreateInstance <CobaltData>();
        m_CobaltBulletController = GameObject.FindObjectOfType <CobaltBulletController>();
    }
예제 #2
0
    /*
     * public GameObject _polarStorage;
     *
     * private float _parabolaDistanceX;
     * private float _parabolaDistanceY;
     * private float _xDifference;
     * private float _yDifference;
     */

    private void Awake()
    {
        m_BulletState      = new CobaltNormalBulletBehaviour(this);
        m_BulletController = GameObject.FindObjectOfType <CobaltBulletController>();
        m_PlayerBehaviour  = GameObject.FindObjectOfType <PlayerBehaviour>();
        m_Rigidbody2D      = GetComponent <Rigidbody2D>();
        m_LayerMask        = gameObject.layer;
        m_Animator         = GetComponentInChildren <Animator>();
        m_SpriteRenderer   = GetComponentInChildren <SpriteRenderer>();
        m_TrailRenderer    = GetComponentInChildren <TrailRenderer>();

        m_BulletSpeed = 50f;

        m_ParabolaController = GetComponent <ParabolaController>();
        m_ParabolaController.ParabolaRoot = m_BulletController.m_ParabolaRoot.gameObject;
        m_ParabolaController.Speed        = m_BulletSpeed;
        m_ParabolaController.enabled      = false;
    }
 private void Awake()
 {
     m_CobaltBulletController = GameObject.FindObjectOfType <CobaltBulletController>();
 }
    public void HandleShooting(Transform transform, float direction, bool attackButton, float shotSpeed, CobaltBulletController cobaltBulletController)
    {
        if (m_ShootState.Equals(0) && attackButton ||
            m_ShootState >= m_ShotStateLimit && attackButton)
        {
            m_ShootState = 1f;
            ShootShot(cobaltBulletController);
        }

        if (!m_ShootState.Equals(0) && m_ShootState < m_MaxShotState)
        {
            m_ShootState += (shotSpeed * Time.deltaTime);
        }

        if (m_ShootState >= m_MaxShotState)
        {
            switch (attackButton)
            {
            case true:
                m_ShootState = 1f;
                break;

            case false:
                m_ShootState = 0f;
                break;
            }
        }
    }
 private void ShootShot(CobaltBulletController cobaltBulletController)
 {
     cobaltBulletController.OnSpawnBullet();
 }