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>(); }
/* * 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(); }