// Start is called before the first frame update void Start() { int currentIndex; // Get reference to sprite renderer. _SpriteR = gameObject.GetComponent <SpriteRenderer>(); // Reference to the sprite collider. _GuardianCollider = gameObject.GetComponent <Collider2D>(); // Set animation counter rate. _TickerCounter = new TickCounter(_AnimateOnTicksForKong); // Calculate indexes of guardian sprites in sprite sheet. currentIndex = ResourceManager.FindSpriteIndex(ResourceManager.GuardiansSprites, _SpriteR.sprite); _SpriteAnimator = new IndexAnimator(4, currentIndex, IndexDirection.Backward, true); }
// Start is called before the first frame update void Start() { int currentIndex; // Get reference to sprite renderer. _SpriteR = gameObject.GetComponent <SpriteRenderer>(); // Get original comet color. _OriginalCometColor = _SpriteR.color; // Reference to the sprite collider. _CometCollider = gameObject.GetComponent <Collider2D>(); // Set animation counter rate. _TickerCounter = new TickCounter(_AnimateOnTicksForComet); // Calculate indexes of guardian sprites in sprite sheet. currentIndex = ResourceManager.FindSpriteIndex(ResourceManager.GuardiansSprites, _SpriteR.sprite); _SpriteAnimator = new IndexAnimator(8, currentIndex, IndexDirection.Forward, false); }
// Start is called before the first frame update. void Start() { int currentIndex; IndexDirection indexMovingTo; // Get reference to sprite renderer. _SpriteR = gameObject.GetComponent <SpriteRenderer>(); // Reference to the sprite collider. _PlayerCollider = gameObject.GetComponent <Collider2D>(); // Masks needed for different kind of collisions. _MaskWithWalls = LayerMask.GetMask("Walls"); _MaskWithGround = LayerMask.GetMask("Walls", "Platforms", "Threadmills", "Mud"); _MaskWithMud = LayerMask.GetMask("Mud"); _MaskWithPickups = LayerMask.GetMask("Pickups"); _MaskWithLevers = LayerMask.GetMask("Levers"); _MaskWithEnemies = LayerMask.GetMask("Guardians", "Obstacles"); _MaskWithElevator = LayerMask.GetMask("Elevators"); // Layer index needed to indentify different colliders. _ThreadmillsLayerIndex = LayerMask.NameToLayer("Threadmills"); _MudLayerIndex = LayerMask.NameToLayer("Mud"); // Initial setup of the player. This is different for every level. currentIndex = ResourceManager.FindSpriteIndex(ResourceManager.PlayerSprites, _SpriteR.sprite); _IsPlayerFacingRight = (currentIndex > 3) ? true : false; indexMovingTo = (_IsPlayerFacingRight == true) ? IndexDirection.Forward : IndexDirection.Backward; _SpriteAnimator = new IndexAnimator(8, currentIndex, indexMovingTo, true); // For sounds effects. _SoundsSource = gameObject.GetComponent <AudioSource>(); // Load jump sounds. for (int c = 0; c < _JumpSounds.Length; c++) { _JumpSounds[c] = Resources.Load <AudioClip>("Sounds/Jump" + (c + 1).ToString()); } }
// Start is called before the first frame update void Start() { int indexLenght; int currentIndex; IndexDirection indexMovingTo; // Get reference to sprite renderer. _SpriteR = gameObject.GetComponent <SpriteRenderer>(); // Reference to the sprite collider. _GuardianCollider = gameObject.GetComponent <Collider2D>(); // Set animation counter rate. _TickerCounter = new TickCounter(_AnimateOnTicksForGuardian); // Calculate indexes of guardian sprites in sprite sheet. indexLenght = (_IsBidirectional == true) ? 8 : 4; currentIndex = ResourceManager.FindSpriteIndex(ResourceManager.GuardiansSprites, _SpriteR.sprite); indexMovingTo = (_IsMovingRight == true) ? IndexDirection.Forward : IndexDirection.Backward; _SpriteAnimator = new IndexAnimator(indexLenght, currentIndex, indexMovingTo, _IsBidirectional); }