예제 #1
0
 private void Awake()
 {
     mMob           = GetComponent <Mob_FlowerBat>();
     status         = GetComponent <StatusEffect_Object>();
     RandomMoveTask = GetComponent <FlowerBat_Task_RandomMove>();
     HangTask       = GetComponent <FlowerBat_Task_Hang>();
     JPS_FollowTask = GetComponent <FlyingMob_JPS_Task_Follow>();
     AttackTask     = GetComponent <FlowerBat_Task_Attack>();
     FleeTask       = GetComponent <FlowerBat_Task_Flee>();
 }
예제 #2
0
    virtual protected void Awake()
    {
        //======================================================================
        //      ## StatusEffect
        //======================================================================

        mSE = GetComponent <StatusEffect_Object>();

        //======================================================================

        Init_AniDuration();   // 애니 시간.

        mRb2d     = GetComponent <Rigidbody2D>();
        mAnimator = GetComponent <Animator>();

        mAttack[eAttackST.PreAttack] = PreAttack;
        mAttack[eAttackST.Attack]    = Attack;

        MovementAction[MovementState.NoJPS]      = () => IsJPSVel = false;
        MovementAction[MovementState.JPS_Follow] = () => { };
        MovementAction[MovementState.JPS_RDMove] = () => { };
    }
예제 #3
0
    private void Awake()
    {
        m_rb    = GetComponent <Rigidbody2D>();
        m_ani   = GetComponent <Animator>();
        m_SEObj = GetComponent <StatusEffect_Object>();
        if (m_MoveData.State == MobMoveData.eState.Move)
        {
            OnMoveRandom();
        }
        if (m_MoveData.State == MobMoveData.eState.Idle)
        {
            OnIdleRandom();
        }

        Init_AniDuration(); // 애니 시간.

        m_groundDetectionData.Size = m_OneWayCollider.size;

        // Init Attack Ani?
        m_atkAct[eAtkST.post] = AttackPost;
        m_atkAct[eAtkST.pre]  = AttackPre;

        m_jumpHeight = m_jumpData.height;
    }
예제 #4
0
 protected virtual void Start()
 {
     SE_Obj = GetComponent <StatusEffect_Object>();
 }