예제 #1
0
    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>();
    }
예제 #2
0
    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>();
    }
예제 #3
0
 void Start()
 {
     boxUpdate = new PlayerBoxUpdate();
     boxUpdate.Init(transform, GetComponent <PlayerColliderBox>(), GetComponent <PlayerBeHurtBox>(), GetComponent <PlayerExploreBox>());
     colliderBox       = GetComponent <PlayerColliderBox>();
     behurtBox         = GetComponent <PlayerBeHurtBox>();
     animatoController = GetComponent <PlayerAnimationController>();
     resetPlayerZ();
 }
예제 #4
0
 // Use this for initialization
 void Start()
 {
     playerBox    = GameGlobalData.player.GetComponent <PlayerColliderBox>();
     player       = GameGlobalData.player;
     AttackDelta  = 5f;
     curDeltaTime = 0f;
     waitTime     = 5f;
     StartCoroutine(Wait());
 }
예제 #5
0
 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);
 }
예제 #6
0
 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>();
 }
예제 #7
0
    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>();
    }
예제 #8
0
 void Start()
 {
     animatorController = GetComponent <PlayerAnimationController>();
     input       = GetComponent <PlayerInputController>();
     colliderBox = GetComponent <PlayerColliderBox>();
 }