void OnEnable() { mSelf = (SecondaryAttackType)target; }
void Start() { mIsP1KeybInput = JoystickManager.sSingleton.IsP1KeybInput; if (playerID == 1) { mJoystick = JoystickManager.sSingleton.p1_joystick; } else if (playerID == 2) { mJoystick = JoystickManager.sSingleton.p2_joystick; } if (GameManager.sSingleton.TotalNumOfPlayer() == 2) { if (playerID == 1) { mOtherPlayerTrans = GameManager.sSingleton.player2; } else { mOtherPlayerTrans = GameManager.sSingleton.player1; } mOtherPlayerController = mOtherPlayerTrans.GetComponent <PlayerController> (); } mDefaultMoveSpeed = moveSpeed; mPlayerSize = GetComponentInChildren <Renderer>().bounds.size; anim = GetComponentInChildren <Animator>(); // Here is the definition of the boundary in world point float distance = (transform.position - Camera.main.transform.position).z; border.left = Camera.main.ViewportToWorldPoint(new Vector3(0.18f, 0, distance)).x + (mPlayerSize.x / 2); border.right = Camera.main.ViewportToWorldPoint(new Vector3(0.82f, 0, distance)).x - (mPlayerSize.x / 2); border.top = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, distance)).y - (mPlayerSize.y / 2); border.bottom = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).y + (mPlayerSize.y / 2); float autoCollect_Y = GameManager.sSingleton.autoCollectPickUp_Y; border.autoCollect = Camera.main.ViewportToWorldPoint(new Vector3(0, autoCollect_Y, distance)).y - (mPlayerSize.y / 2); mResetPos.x = Camera.main.ViewportToWorldPoint(new Vector3(respawnXPos, 0, distance)).x; mResetPos.y = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).y - (mPlayerSize.y / 2); mP1DefaultPos = GameManager.sSingleton.p1DefaultPos.position; mP2DefaultPos = GameManager.sSingleton.p2DefaultPos.position; sr = charImageRenderer; mAttackPattern = GetComponent <AttackPattern>(); mBombController = GetComponent <BombController>(); if (soulTrans != null) { mPlayerSoul = soulTrans.GetComponent <PlayerSoul>(); } for (int i = 0; i < totalCoroutine; i++) { mIsCoroutineList.Add(false); } life = GameManager.sSingleton.plyStartLife; bomb = GameManager.sSingleton.plyStartBomb; UIManager.sSingleton.UpdatePower(playerID, powerLevel, maxPowerLevel); if (GameManager.sSingleton.TotalNumOfPlayer() == 2) { UIManager.sSingleton.UpdateLinkBar(playerID, linkValue); } mFairy = mAttackPattern.secondaryAttackType; mBrokenHeartPS = Instantiate(GameManager.sSingleton.brokenHeartPS, Vector3.zero, GameManager.sSingleton.brokenHeartPS.transform.rotation); mRevivedPS = Instantiate(GameManager.sSingleton.revivedPS, Vector3.zero, Quaternion.identity); mDeathPS = Instantiate(GameManager.sSingleton.deathPS, Vector3.zero, Quaternion.identity); mLinkFlame = Instantiate(GameManager.sSingleton.linkFlamePS, Vector3.zero, Quaternion.identity); mLinkFlame.transform.position = UIManager.sSingleton.GetLinkBarPos(playerID - 1); mLinkFlame.gameObject.SetActive(false); }