void Start()
 {
     timer         = 0;
     hero          = GameObject.FindGameObjectWithTag("Player");
     heroEquipment = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     particles     = gameObject.GetComponent <ParticleSystem>();
 }
예제 #2
0
파일: Player.cs 프로젝트: realtics/team4
 public void InitPlayer(Character character, PlayerController controller)
 {
     OwnCharacter      = character;
     _playerController = controller;
     _playerController.InitController(OwnCharacter, this, ISControlPlayer);
     PlayerEquipment.InitializeEquipItem(this);
 }
    // Use this for initialization
    void Start()
    {
        DistanceToPlayer = 10;
        CurrentState     = 0;
        StateTimer       = 1000000;
        SpawnTimer       = 20;
        vanishTimer      = 1;
        player           = GameObject.FindGameObjectWithTag("Player");
        controller       = GetComponent <CharacterController>();
        //Random.seed = 8675309;
        attacking     = false;
        heroEquipment = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
        Instantiate(enemySpawner, new Vector3(5, -5, -1), Quaternion.Euler(0, 0, 225));
        Instantiate(enemySpawner, new Vector3(14, -5, -1), Quaternion.Euler(0, 0, 135));
        Instantiate(enemySpawner, new Vector3(5, -14, -1), Quaternion.Euler(0, 0, 315));
        Instantiate(enemySpawner, new Vector3(14, -14, -1), Quaternion.Euler(0, 0, 45));
        wayPointTimer = 8;
        timer         = .5f;
        AttackTimer   = 2;
        DetermineDoorPositions();
        Bounds = new Rect(TopDoor, LeftDoor, roomWidth, roomHeight);
        NewWayPoint();
        angleOffset = 0;
        vanishbool  = true;
        vanishbool2 = true;
        SummonState = 0;
        Myhealth    = gameObject.GetComponent <Health>();

        healthB         = (GameObject)Instantiate(BossHealthBar);
        HealthRemaining = GameObject.FindGameObjectWithTag("Boss Health");

        GameObject.FindObjectOfType <BGM>().bossmusic();
    }
예제 #4
0
 void Start()
 {
     timerforfacingvectorupdate  = 2.0f;
     timerforfacingvectorupdate2 = 2.0f;
     AttackTimer         = .5f;
     AbleToMelee         = false;
     EnragedSoundPlaying = false;
     heroEquipment       = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     Playsounds          = gameObject.GetComponent <AudioSource>();
     //Random.seed = 42;
     player             = GameObject.FindGameObjectWithTag("Player");
     playerLight        = player.GetComponent <PlayerLight>();
     playMove           = player.GetComponent <PlayerMovement>();
     ShadowHealth       = GetComponent <Health>();
     Moveto             = new Vector3(0, 0);
     controller         = GetComponent <CharacterController>();
     speed              = 1;
     timerCount         = 1;
     DmgTimer           = 1;
     maxSpeed           = 1;
     timer              = 1;
     playerConsumeTimer = 1;
     newWayPoint        = true;
     stuckCounter       = 0;
     DistancetoLight    = 100;
     DistancetoPlayer   = 100;
     //AnimTimer = 1;
 }
예제 #5
0
    void LoadEquipment(PlayerEquipment equipment)
    {
        // fill all slots first
        for (int i = 0; i < equipment.slotInfo.Length; ++i)
        {
            equipment.slots.Add(new ItemSlot());
        }

        // then load valid equipment and put into their slots
        // (one big query is A LOT faster than querying each slot separately)
        foreach (character_equipment row in connection.Query <character_equipment>("SELECT * FROM character_equipment WHERE character=?", equipment.name))
        {
            if (row.slot < equipment.slotInfo.Length)
            {
                if (ScriptableItem.All.TryGetValue(row.name.GetStableHashCode(), out ScriptableItem itemData))
                {
                    Item item = new Item(itemData);
                    item.durability           = Mathf.Min(row.durability, item.maxDurability);
                    item.summonedHealth       = row.summonedHealth;
                    item.summonedLevel        = row.summonedLevel;
                    item.summonedExperience   = row.summonedExperience;
                    equipment.slots[row.slot] = new ItemSlot(item, row.amount);
                }
                else
                {
                    Debug.LogWarning("LoadEquipment: skipped item " + row.name + " for " + equipment.name + " because it doesn't exist anymore. If it wasn't removed intentionally then make sure it's in the Resources folder.");
                }
            }
            else
            {
                Debug.LogWarning("LoadEquipment: skipped slot " + row.slot + " for " + equipment.name + " because it's bigger than size " + equipment.slotInfo.Length);
            }
        }
    }
예제 #6
0
    private void Awake()
    {
        _equip = new PlayerEquipment();
        _bag   = new PlayerBag();

        _view = GetComponentInChildren <InventoryView>();
    }
예제 #7
0
    void Start()
    {
        //Victory = false;
        //VictoryTimer = 5;
        // Get Player ref
        player = GameObject.FindGameObjectWithTag("Player");
        // Get Controller ref for movement
        controller = GetComponent <CharacterController>();
        // Pause bool is in player
        heroEquipment = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
        // Ref to Health
        myHealth = GetComponent <Health>();
        meleeAttackObject.SetActive(false);
        meleeScript = meleeAttackObject.GetComponent <DethrosMeleeAttack>();
        Instantiate(enemySpawner, new Vector3(5, -5, -1), Quaternion.Euler(0, 0, 225));
        Instantiate(enemySpawner, new Vector3(14, -5, -1), Quaternion.Euler(0, 0, 135));
        Instantiate(enemySpawner, new Vector3(5, -14, -1), Quaternion.Euler(0, 0, 315));
        Instantiate(enemySpawner, new Vector3(14, -14, -1), Quaternion.Euler(0, 0, 45));
        spawners     = GameObject.FindGameObjectsWithTag("DethSpawn");
        specialTimer = sTimerMax;
        spellTimer   = spTimerMax;

        Instantiate(Healthbar);
        HealthRemaining = GameObject.FindGameObjectWithTag("Boss Health");
    }
예제 #8
0
        protected override async UniTask OnExecuteAsync()
        {
            if (Context.Parameters.Length > 1)
            {
                throw new CommandWrongUsageException(Context);
            }

            ushort amount = 10;

            if (Context.Parameters.Length == 1)
            {
                amount = await Context.Parameters.GetAsync <ushort>(0);
            }

            UnturnedUser    uPlayer   = (UnturnedUser)Context.Actor;
            PlayerEquipment equipment = uPlayer.Player.Player.equipment;

            if (equipment.itemID == 0)
            {
                throw new UserFriendlyException(m_StringLocalizer["more:none"]);
            }

            Item item = new Item(equipment.itemID, EItemOrigin.ADMIN);

            await UniTask.SwitchToMainThread();

            for (int i = 0; i < amount; i++)
            {
                uPlayer.Player.Player.inventory.forceAddItem(item, true);
            }

            await PrintAsync(m_StringLocalizer["more:success",
                                               new { Amount = amount, Item = equipment.asset.itemName }]);
        }
예제 #9
0
        public MPQDCC GetPlayerDCC(MPQCOF.COFLayer cofLayer, PlayerEquipment equipment, Palette palette)
        {
            // TODO: Smarter hashing maybe
            return(cache.AddOrGetExisting($"PlayerDCC::{cofLayer.CompositType.ToToken()}{cofLayer.COF.MobMode.ToToken()}{equipment.HashKey}", () =>
            {
                byte[] binaryData;

                var streamPath = mpqProvider.GetCharacterDccPath(cofLayer.COF.Hero, cofLayer.COF.MobMode, cofLayer.CompositType, equipment);

                // If stream path is null, there is nothing to load for this layer (this is NOT an error!)
                if (streamPath == null)
                {
                    return null;
                }

                using (var stream = mpqProvider.GetStream(streamPath))
                {
                    if (stream == null)
                    {
                        log.Error($"Could not load Player DCC: {streamPath}");
                        return null;
                    }

                    binaryData = new byte[stream.Length];
                    stream.Read(binaryData, 0, (int)stream.Length);
                }
                return new MPQDCC(binaryData, palette);
            }));
        }
예제 #10
0
 void Awake()
 {
     controller.GetComponent <GameController>();
     playerStats     = GetComponent <PlayerStat>();
     playerEquipment = GetComponent <PlayerEquipment>();
     //interactableItems = GetComponent<InteractableItems>();
 }
예제 #11
0
    void LoadEquipment(SqliteConnection connection, PlayerEquipment equipment)
    {
        // fill all slots first
        for (int i = 0; i < equipment.slotInfo.Length; ++i)
        {
            equipment.slots.Add(new ItemSlot());
        }

        // then load valid equipment and put into their slots
        // (one big query is A LOT faster than querying each slot separately)
        List <List <object> > table = ExecuteReader(connection, "SELECT name, slot, amount FROM character_equipment WHERE character=@character", new SqliteParameter("@character", equipment.name));

        foreach (List <object> row in table)
        {
            string itemName = (string)row[0];
            int    slot     = Convert.ToInt32((long)row[1]);
            if (slot < equipment.slotInfo.Length)
            {
                if (ScriptableItem.dict.TryGetValue(itemName, out ScriptableItem itemData))
                {
                    Item item   = new Item(itemData);
                    int  amount = Convert.ToInt32((long)row[2]);
                    equipment.slots[slot] = new ItemSlot(item, amount);
                }
                else
                {
                    Debug.LogWarning("LoadEquipment: skipped item " + itemName + " for " + equipment.name + " because it doesn't exist anymore. If it wasn't removed intentionally then make sure it's in the Resources folder.");
                }
            }
            else
            {
                Debug.LogWarning("LoadEquipment: skipped slot " + slot + " for " + equipment.name + " because it's bigger than size " + equipment.slotInfo.Length);
            }
        }
    }
예제 #12
0
 //    Vector3 RemainsPOS;
 void Start()
 {
     //        RemainsPOS = new Vector3(1, 1, 1);
     pauseCanvas   = GameObject.FindGameObjectWithTag("PauseCanvas");
     heroEquipment = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     pauseCanvas.SetActive(false);
     isPaused            = false;
     sVolume.enabled     = false;
     mVolume.enabled     = false;
     fullscreen.enabled  = false;
     controlMode.enabled = false;
     back.enabled        = false;
     resumeRect          = new Rect(570, 410, 140, 50);
     optionsRect         = new Rect(570, 360, 140, 50);
     if (Application.loadedLevelName == "Tutorial")
     {
         quitRect = new Rect(600, 250, 80, 50);
     }
     else
     {
         quitRect = new Rect(540, 250, 200, 50);
     }
     sfxRect        = new Rect(500, 465, 280, 50);
     sfxLeftRect    = new Rect(715, 465, 30, 50);
     sfxRightRect   = new Rect(750, 465, 30, 50);
     musicRect      = new Rect(490, 420, 300, 45);
     musicLeftRect  = new Rect(730, 420, 30, 45);
     musicRightRect = new Rect(765, 420, 30, 45);
     fullscreenRect = new Rect(560, 360, 160, 50);
     controlsRect   = new Rect(480, 310, 320, 50);
     backRect       = new Rect(600, 255, 80, 45);
 }
    // Use this for initialization
    void Start()
    {
        heroEquipment = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
        sprite        = gameObject.GetComponent <SpriteRenderer>();

        active      = false;
        fadingIn    = false;
        fadingOut   = false;
        doingDamage = false;

        if (timeOffset == timeOffsets.zero)
        {
            timer = 0;
        }
        else if (timeOffset == timeOffsets.one)
        {
            timer = -3;
        }
        else if (timeOffset == timeOffsets.two)
        {
            timer = -6;
        }
        else if (timeOffset == timeOffsets.three)
        {
            timer = -9;
        }
    }
예제 #14
0
파일: Player.cs 프로젝트: ksxjltze/ReActive
    // Use this for initialization
    void Start()
    {
        if (stats == null)
        {
            stats = new PlayerStats();
        }

        if (inventory == null)
        {
            inventory = new PlayerInventory();
        }

        if (equipment == null)
        {
            equipment = new PlayerEquipment();
        }

        HP    = stats.MaxHealth;
        MaxHP = stats.MaxHealth;

        playerDamage  = stats.Attack;
        playerDefense = stats.Defense;

        txtPlayerName = GetComponent <Text>();
    }
 public PlayerData(PlayerManager Player, PlayerInventory Inv, PlayerEquipment equipment, PlayerInventory Shop, BuffList currentBuffs)
 {
     Level          = Player.Level;
     CurrentHealth  = Player.CurrentHealth.RuntimeValue;
     Stars          = Player.Stars;
     MaxHealth      = Player.CurrentHealth.InitialValue;
     Armor          = Player.Armor.InitialValue;
     armorId        = equipment.Armor.id;
     Coins          = Player.Coins;
     bossesProgress = Player.bossesProgres;
     foreach (var item in currentBuffs.list)
     {
         buffsId.Add(item.id);
         buffsTimeLeft.Add(item.timer);
     }
     foreach (var item in Inv.MyInventory)
     {
         itemsId.Add(item.id);
         itemsValue.Add(item.NumberHeld);
     }
     foreach (var item in Shop.MyInventory)
     {
         shopId.Add(item.id);
     }
     foreach (var item in Player.Weapons.thisList)
     {
         weaponsId.Add(item.gameObject.GetComponent <MagicCast>().ThisItem.id);
     }
 }
예제 #16
0
    public bool CanEquip(PlayerEquipment equipment, int inventoryIndex, int equipmentIndex)
    {
        string requiredCategory = equipment.slotInfo[equipmentIndex].requiredCategory;

        return(requiredCategory != "" &&
               category.StartsWith(requiredCategory));
    }
예제 #17
0
 // Use this for initialization
 void Start()
 {
     player          = GameObject.FindGameObjectWithTag("Player");
     controller      = GetComponent <CharacterController>();
     AttackCD        = 0;
     castingDarkPULL = castingDarkPUSH = CastingMorriusOrb = Charging = Returning = false;         //Spells Set to False
     FirstShadowSwap = SecondShadowSwap = false;
     EndShadowSwap   = true;
     timer           = 3;
     currentState    = 0;
     heroEquipment   = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     NewWayPoint();
     EndSpellTimer    = 2;
     StateTimer       = 5;
     returnOrginTimer = 0;
     Orgin            = transform.position;
     WayPointLeft     = new Vector3(Orgin.x + 8, Orgin.y, Orgin.z);
     WayPointRight    = new Vector3(Orgin.x - 8, Orgin.y, Orgin.z);
     WayPoint         = WayPointRight;
     Instantiate(DarknessParts2, new Vector3(10, -10, -6), new Quaternion(0, 0, 0, 0));
     TheDark = (GameObject)Instantiate(DarknessParts3, new Vector3(10, -10, -6), new Quaternion(0, 0, 0, 0));
     TheDark.SetActive(false);
     currentState = 555;
     RenderSettings.ambientLight = new Color(42f / 255f, 42f / 255f, 42f / 255f);
     Myhealth = gameObject.GetComponent <Health>();
     GameObject.FindObjectOfType <BGM> ().finalbossmusic();
     //healthB = (GameObject)Instantiate(BossHealthBar);
     //HealthRemaining = GameObject.FindGameObjectWithTag("Boss Health");
     Source.PlayOneShot(AwakeSound);
 }
예제 #18
0
            public static void PostTellEquip(PlayerEquipment __instance, ushort __state, Transform[] ___thirdSlots,
                                             CSteamID steamID, ushort id)
            {
                if (!__instance.channel.checkServer(steamID))
                {
                    return;
                }

                if (___thirdSlots == null)
                {
                    return;
                }

                if (__state == 0 && id == 0)
                {
                    return;
                }

                if (__state != 0)
                {
                    OnItemUnequipped?.Invoke(__instance.player);
                }

                if (id != 0 && __instance.asset != null)
                {
                    var type = Assets.useableTypes.getType(__instance.asset.useable);

                    if (type != null && typeof(Useable).IsAssignableFrom(type))
                    {
                        OnItemEquipped?.Invoke(__instance.player);
                    }
                }
            }
예제 #19
0
    void Awake()
    {
        equipment = GameManager.singleton.equipment;
        inventory = GameManager.singleton.inventory;

        try
        {
            whichUser();
            print(armourSprite.name);
        }
        catch
        {
            SRequipedRight = equipedRight.GetComponent <SpriteRenderer>();
            print("FAIL");
            armourSprite = armour1;
            wepSprite    = wep1;
        }

        SpriteRenderer ago = armourGO.GetComponent <SpriteRenderer>();
        SpriteRenderer wgo = wepGO.GetComponent <SpriteRenderer>();

        ago.sprite = armourSprite;
        wgo.sprite = wepSprite;
        btnEquip.SetActive(false);
    }
예제 #20
0
 void Start()
 {
     playerEquipment = PlayerEquipment.instance;
     slots           = slotHolder.GetComponentsInChildren <EquipmentSlot>();
     playerEquipment.onChangeItem += redrawSlotUI;
     equipmentSet.SetActive(false);
 }
예제 #21
0
 private void Awake()
 {
     playerEquipment = GetComponent <PlayerEquipment>();
     playerManager   = FindObjectOfType <PlayerManager>();
     currentHealth   = maxHealth;
     currentArmor    = 0;
 }
예제 #22
0
 void Start()
 {
     if (tag != "Decoy")
     {
         //        player = GameObject.FindGameObjectWithTag("Player");
         anim          = gameObject.GetComponent <Animator>();
         heroEquipment = gameObject.GetComponent <PlayerEquipment>();
         controller    = gameObject.GetComponent <CharacterController>();
         heroCooldowns = gameObject.GetComponent <PlayerCooldowns>();
         //rb2d = GetComponent<Rigidbody2D>();
     }
     else
     {
         heroEquipment = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     }
     fullSpeed      = 3.1f;
     halfSpeed      = 1.6f;
     knockbackTimer = 0;
     stunned        = false;
     sTimerMax      = .5f;
     stunTimer      = sTimerMax;
     if (GameObject.FindGameObjectWithTag("Dungeon"))
     {
         generator = GameObject.FindGameObjectWithTag("Dungeon").GetComponent <RoomGeneration>();
     }
 }
예제 #23
0
 void LoadEquipment(PlayerEquipment equipment)
 {
     for (int i = 0; i < equipment.slotInfo.Length; ++i)
     {
         equipment.slots.Add(new ItemSlot());
     }
     foreach (character_equipment row in connection.Query <character_equipment>("SELECT * FROM character_equipment WHERE character=?", equipment.name))
     {
         if (row.slot < equipment.slotInfo.Length)
         {
             if (ScriptableItem.dict.TryGetValue(row.name.GetStableHashCode(), out ScriptableItem itemData))
             {
                 Item item = new Item(itemData);
                 item.ammo                 = row.ammo;
                 item.durability           = Mathf.Min(row.durability, item.maxDurability);
                 equipment.slots[row.slot] = new ItemSlot(item, row.amount);
             }
             else
             {
                 Debug.LogWarning("LoadEquipment: skipped item " + row.name + " for " + equipment.name + " because it doesn't exist anymore. If it wasn't removed intentionally then make sure it's in the Resources folder.");
             }
         }
         else
         {
             Debug.LogWarning("LoadEquipment: skipped slot " + row.slot + " for " + equipment.name + " because it's bigger than size " + equipment.slotInfo.Length);
         }
     }
 }
예제 #24
0
 void Start()
 {
     timer            = 0;
     heroEquipment    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     distanceTraveled = 0;
     range            = Random.Range(5, 8);
 }
예제 #25
0
    // Update is called once per frame
    void Update()
    {
        shouldload = options.shouldload;
        if (player == null)
        {
            player = GameObject.FindGameObjectWithTag("Player");
            if (player != null)
            {
                eq       = player.GetComponent <PlayerEquipment>();
                theStats = player.GetComponent <PlayerStats>();
            }
        }

        enemies = GameObject.FindGameObjectsWithTag("Enemy").Length;
        if (dungeon == null)
        {
            dungeon = GameObject.FindGameObjectWithTag("Dungeon");
            if (dungeon != null)
            {
                theRooms = GameObject.FindGameObjectWithTag("Dungeon").GetComponent <RoomGeneration>();
            }
        }

        //  else
        //   if (theRooms != null)
        //      if (enemies <= 0&&saved==false)

        //           {
        //                 Save();
        //		data.canyousave=true;
        //                 Debug.Log("Saved!");

        //                  saved = true;
        //              }
    }
 void Start()
 {
     playerObjects   = GameObject.Find("Player").GetComponent <PlayerObjects>();
     playerEquipment = GameObject.Find("Player").GetComponent <PlayerEquipment>();
     player          = playerObjects.gameObject;
     moduleSFX       = GetComponent <AudioSource>();
 }
예제 #27
0
        private void OnDequipRequested(PlayerEquipment equipment, ref bool shouldAllow)
        {
            var player = GetUnturnedPlayer(equipment.player) !;

            var inv = player.Player.inventory;

            var page = equipment.equippedPage;

            var index = inv.getIndex(page, equipment.equipped_x, equipment.equipped_y);

            var jar = inv.getItem(page, index);

            if (jar?.item == null)
            {
                return;
            }

            var @event = new UnturnedPlayerItemUnequippingEvent(player, new UnturnedItem(jar.item))
            {
                IsCancelled = !shouldAllow
            };

            Emit(@event);

            shouldAllow = [email protected];
        }
예제 #28
0
    public override void Use(PlayerInventory inventory, int inventoryIndex)
    {
        // find a slot that accepts this category, then equip it
        PlayerEquipment equipment = inventory.GetComponent <PlayerEquipment>();
        int             slot      = FindEquipableSlotFor(equipment, inventoryIndex);

        if (slot != -1)
        {
            // merge? e.g. ammo stack on ammo stack
            if (inventory.slots[inventoryIndex].amount > 0 && equipment.slots[slot].amount > 0 &&
                inventory.slots[inventoryIndex].item.Equals(equipment.slots[slot].item))
            {
                ItemSlot slotFrom = inventory.slots[inventoryIndex];
                ItemSlot slotTo   = equipment.slots[slot];

                // merge from -> to
                // put as many as possible into 'To' slot
                int put = slotTo.IncreaseAmount(slotFrom.amount);
                slotFrom.DecreaseAmount(put);

                // put back into the lists
                equipment.slots[slot]           = slotTo;
                inventory.slots[inventoryIndex] = slotFrom;
            }
            // swap?
            else
            {
                equipment.SwapInventoryEquip(inventoryIndex, slot);
            }
        }
    }
예제 #29
0
 private void Awake()
 {
     backpack  = new List <GameInventoryItem>();
     equipped  = new List <Item>();
     player    = GetComponent <PlayerController>();
     equipment = GetComponent <PlayerEquipment>();
 }
 void Start()
 {
     DoOnce2             = true;
     doOnce              = true;
     currentState        = 0;
     currentWaypoint     = 1;
     stateTimer          = 5;
     WayPointChangeTimer = 5;
     fairieSpawnTimer    = 5;
     AttackActive        = false;
     WayPoints[0]        = new Vector3(4, -16, -1);
     WayPoints[1]        = new Vector3(4, -4, -1);
     WayPoints[2]        = new Vector3(16, -4, -1);
     WayPoints[3]        = new Vector3(16, -16, -1);
     WayPoints[4]        = new Vector3(10, -10, -1);
     player              = GameObject.FindGameObjectWithTag("Player");
     playMove            = player.GetComponent <PlayerMovement>();
     playerHealth        = player.GetComponent <Health>();
     heroEquipment       = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     MyHealth            = gameObject.GetComponent <Health>();
     //playerHealth = player.GetComponent<Health>();
     attackCooldownMax = 1;
     attackCooldown    = attackCooldownMax;
     //rb2d = GetComponent<Rigidbody2D>();
     controller      = GetComponent <CharacterController>();
     LornSig         = (GameObject)Instantiate(LorneSignature, new Vector3(10, -10f, -1), new Quaternion(0, 0, 0, 0));
     LornSigHaz      = (GameObject)Instantiate(LorneSigHazards, new Vector3(7.25f, -9.55f, -1), new Quaternion(0, 0, 0, 0));
     healthB         = (GameObject)Instantiate(BossHealthBar);
     HealthRemaining = GameObject.FindGameObjectWithTag("Boss Health");
 }
예제 #31
0
        protected List<StateSkill> playerCardState; //卡片上附加的状态

        #endregion Fields

        #region Constructors

        public PlayerCard()
        {
            this.cardOwnSkill = new List<Skill>();
            this.playerCardState = new List<StateSkill>();
            this.playerEquipment = new PlayerEquipment(this);
        }
예제 #32
0
 void Awake ()
 {
     equipment = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerEquipment>();
     movement = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMovement>();
 }
예제 #33
0
	void Awake () {
        equipment = GetComponent<PlayerEquipment>();
        rightHand = GameObject.FindGameObjectWithTag("ShootingPoint").transform;
	}