예제 #1
0
 protected override void Start()
 {
     base.Start();
     normalAttack    = GetComponent <PlayerNormalAttack>();
     searchEnemy     = GetComponent <SearchEnemy>();
     searchCharactor = GetComponent <SearchCharacter>();
 }
예제 #2
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (m_playerNormalAttack == null)
        {
            m_playerNormalAttack = animator.transform.root.GetComponent <PlayerNormalAttack>();
        }

        m_playerNormalAttack.StartAttack();
    }
예제 #3
0
 void Start()
 {
     m_playerState        = this.GetComponent <PlayerState>();
     m_characterMove      = this.GetComponent <CharacterMove>();
     m_characterJump      = this.GetComponent <CharacterJump>();
     m_animFuntion        = this.GetComponentInChildren <PlayerAnimFuntion>();
     m_skillManager       = this.GetComponentInChildren <SkillManager>();
     m_playerNormalAttack = this.GetComponent <PlayerNormalAttack>();
     m_playerEvasion      = this.GetComponent <PlayerEvasion>();
     m_playerInfo         = this.GetComponent <PlayerInfo>();
     m_audioFunction      = this.GetComponent <AudioFunction>();
 }