void Start() { PlayerNetWorkData data = GameGlobalData.playerList[GameGlobalData.fd]; float posx = data.initPosition.x; float posy = data.initPosition.y; int row = (int)Mathf.Abs(posy / GameConst.tileHeight); float posz = GameConst.staticLayers[row].position.z; transform.position = new Vector3(posx, posy, posz); behaviorCollector = GetComponent <PlayerBehaviourCollector>(); animatorController = GetComponent <PlayerAnimationController>(); //GameGlobalData.player = this; movement = GetComponent <PlayerMovement>(); movement.speed = data.speed; movement.maxSpeed = data.maxSpeed; bubbleCount = data.bubbleCount; maxBubbleCount = data.maxBubbleCount; power = data.power; maxPower = data.maxPower; boomTime = data.boomTime; bubbles = new List <Bubble>(); startAccept = false; colliderBox = GetComponent <PlayerColliderBox>(); //joystickDynamic = GameObject.Find("EasyTouchControlsCanvas/Joystick").GetComponent<ETCJoystick>(); //joystickStatic = GameObject.Find("EasyTouchControlsCanvas/Joystick2").GetComponent<ETCJoystick>(); }
void Start() { bubbleDelayTime = 0.2f; animatorController = GetComponent <PlayerAnimationController>(); PlayerNetWorkData data = GameGlobalData.playerList[fd]; float posx = data.initPosition.x; float posy = data.initPosition.y; int row = (int)Mathf.Abs(posy / GameConst.tileHeight); float posz = GameConst.staticLayers[row].position.z; transform.position = new Vector3(posx, posy, posz); GameGlobalData.robotList.Add(fd, this); movement = GetComponent <RobotMovement>(); movement.speed = data.speed; movement.maxSpeed = data.maxSpeed; movement.maxDistance = data.maxDistance; bubbleCount = data.bubbleCount; maxBubbleCount = data.maxBubbleCount; power = data.power; maxPower = data.maxPower; boomTime = data.boomTime; bubbles = new List <Bubble>(); colliderBox = GetComponent <PlayerColliderBox>(); preBubbleList = new List <BubbleData>(); }
void Start() { boxUpdate = new PlayerBoxUpdate(); boxUpdate.Init(transform, GetComponent <PlayerColliderBox>(), GetComponent <PlayerBeHurtBox>(), GetComponent <PlayerExploreBox>()); colliderBox = GetComponent <PlayerColliderBox>(); behurtBox = GetComponent <PlayerBeHurtBox>(); animatoController = GetComponent <PlayerAnimationController>(); resetPlayerZ(); }
// Use this for initialization void Start() { playerBox = GameGlobalData.player.GetComponent <PlayerColliderBox>(); player = GameGlobalData.player; AttackDelta = 5f; curDeltaTime = 0f; waitTime = 5f; StartCoroutine(Wait()); }
void Start() { resetPlayerZ(); animatorController = GetComponent <PlayerAnimationController>(); boxUpdate = new PlayerBoxUpdate(); boxUpdate.Init(transform, GetComponent <PlayerColliderBox>(), GetComponent <PlayerBeHurtBox>(), GetComponent <PlayerExploreBox>()); colliderBox = GetComponent <PlayerColliderBox>(); //一开始就对玩家的位置进行修正 target(transform.position, PlayerDirection.Down, PlayerState.Idle); boxUpdate.Update(popDirection); Debug.Log("New Position " + transform.position.x + " " + transform.position.y); }
public void Init(Transform transform, PlayerColliderBox box1, PlayerBeHurtBox box2, PlayerExploreBox box3) { this.transform = transform; this.colliderBox = box1; this.behurtBox = box2; this.exploreBox = box3; resetColliderBox(); resetBeHurtBox(); resetExploreBox(); movement = transform.GetComponent <PlayerMovement>(); RelativeDitionary = new Dictionary <int, BubbleNode>(); }
void Start() { PlayerNetWorkData data = GameGlobalData.playerList[GameGlobalData.fd]; float posx = data.initPosition.x; float posy = data.initPosition.y; int row = (int)Mathf.Abs(posy / GameConst.tileHeight); float posz = GameConst.staticLayers[row].position.z; transform.position = new Vector3(posx, posy, posz); behaviorCollector = GetComponent <PlayerBehaviourCollector>(); animatorController = GetComponent <PlayerAnimationController>(); GameGlobalData.player = this; movement = GetComponent <PlayerMovement>(); movement.speed = data.speed; movement.maxSpeed = data.maxSpeed; bubbleCount = data.bubbleCount; maxBubbleCount = data.maxBubbleCount; power = data.power; maxPower = data.maxPower; boomTime = data.boomTime; bubbles = new List <Bubble>(); startAccept = false; colliderBox = GetComponent <PlayerColliderBox>(); curDirection = PlayerDirection.Down; state = PlayerState.Movement; touchIds = new List <TouchInfo>(); //switch (Application.platform) //{ // case RuntimePlatform.Android: // case RuntimePlatform.IPhonePlayer: // GameObject.Find("EasyTouchControlsCanvas/Joystick").SetActive(false); // break; // case RuntimePlatform.WindowsEditor: // case RuntimePlatform.WindowsPlayer: // joystickDynamic = GameObject.Find("EasyTouchControlsCanvas/Joystick").GetComponent<ETCJoystick>(); // break; //} //joystickStatic = GameObject.Find("EasyTouchControlsCanvas/Joystick2").GetComponent<ETCJoystick>(); }
void Start() { animatorController = GetComponent <PlayerAnimationController>(); input = GetComponent <PlayerInputController>(); colliderBox = GetComponent <PlayerColliderBox>(); }