예제 #1
0
 // Update is called once per frame
 void Update()
 {
     if (GM.legsIDEnemy != -1)
     {
         SRLegs.enabled    = true;
         SRHead.enabled    = true;
         SRWeaponL.enabled = true;
         SRWeaponR.enabled = true;
         SRTorso.enabled   = true;
         LC                 = GM.LegList[GM.legsIDEnemy];
         HC                 = GM.HeadList[GM.headIDEnemy];
         TC                 = GM.TorsoList[GM.torsoIDEnemy];
         WrC                = GM.WeaponRList[GM.gunRIDEnemy];
         WlC                = GM.WeaponLList[GM.gunLIDEnemy];
         SRLegs.sprite      = LC.part;
         SRLegs.material    = LC.Emitter;
         SRHead.sprite      = HC.part;
         SRHead.material    = HC.Emitter;
         SRTorso.sprite     = TC.part;
         SRTorso.material   = TC.Emitter;
         SRWeaponR.sprite   = WrC.part;
         SRWeaponR.material = WrC.Emitter;
         SRWeaponL.sprite   = WlC.part;
         SRWeaponL.material = WlC.Emitter;
     }
     else
     {
         SRLegs.enabled    = false;
         SRHead.enabled    = false;
         SRWeaponL.enabled = false;
         SRWeaponR.enabled = false;
         SRTorso.enabled   = false;
     }
 }
예제 #2
0
    // Start is called before the first frame update
    void Start()
    {
        ID               = 7;
        Hit.enabled      = false;
        HitImage.enabled = false;
        seeker           = GetComponent <Seeker>();
        AM               = FindObjectOfType <AudioManager>();
        GM               = FindObjectOfType <GameManager>();
        //GM = GameObject.FindGameObjectWithTag("GameManager");
        LC  = GM.LegList[7];
        HC  = GM.HeadList[7];
        TC  = GM.TorsoList[7];
        WrC = GM.WeaponRList[7];
        WlC = GM.WeaponLList[7];

        SRLegs.sprite      = LC.part;
        SRLegs.material    = LC.Emitter;
        SRHead.sprite      = HC.part;
        SRHead.material    = HC.Emitter;
        SRTorso.sprite     = TC.part;
        SRTorso.material   = TC.Emitter;
        SRWeaponR.sprite   = WrC.part;
        SRWeaponR.material = WrC.Emitter;
        SRWeaponL.sprite   = WlC.part;
        SRWeaponL.material = WlC.Emitter;
        Anim = legsChildren.GetComponent <Animator>();
        Anim.SetInteger("ArmorID", 7);
        Anim.speed       = 0;
        SRLegs.sprite    = LC.part;
        currentHP        = HC.hp + TC.hp + LC.hp;
        maxHP            = HC.hp + TC.hp + LC.hp;
        maxEnergy        = TC.energy;
        currentEnergy    = maxEnergy;
        currentAmmoL     = WlC.ammo;
        currentAmmoR     = WrC.ammo;
        BarrelL.position = new Vector2(BarrelL.position.x, BarrelL.position.y + WlC.barrelLength);
        BarrelR.position = new Vector2(BarrelR.position.x, BarrelR.position.y + WrC.barrelLength);

        if (AM.Playing("MenuSong"))
        {
            AM.Stop("MenuSong");
        }


        //AM.Play("TempleSong");
        if (Boosters.isPlaying)
        {
            Boosters.Stop();
        }
        InvokeRepeating("UpdatePath", 0f, 0.5f);
    }
예제 #3
0
 // Update is called once per frame
 void Update()
 {
     LC                 = GM.LegList[GM.legsID];
     HC                 = GM.HeadList[GM.headID];
     TC                 = GM.TorsoList[GM.torsoID];
     WrC                = GM.WeaponRList[GM.gunRID];
     WlC                = GM.WeaponLList[GM.gunLID];
     SRLegs.sprite      = LC.part;
     SRLegs.material    = LC.Emitter;
     SRHead.sprite      = HC.part;
     SRHead.material    = HC.Emitter;
     SRTorso.sprite     = TC.part;
     SRTorso.material   = TC.Emitter;
     SRWeaponR.sprite   = WrC.part;
     SRWeaponR.material = WrC.Emitter;
     SRWeaponL.sprite   = WlC.part;
     SRWeaponL.material = WlC.Emitter;
 }
예제 #4
0
    // Start is called before the first frame update
    void Start()
    {
        C  = FindObjectOfType <Camera>();
        AM = FindObjectOfType <AudioManager>();
        GM = FindObjectOfType <GameManager>();
        //GM = GameObject.FindGameObjectWithTag("GameManager");
        LC  = GM.LegList[GM.legsID];
        HC  = GM.HeadList[GM.headID];
        TC  = GM.TorsoList[GM.torsoID];
        WrC = GM.WeaponRList[GM.gunRID];
        WlC = GM.WeaponLList[GM.gunLID];

        SRLegs.sprite      = LC.part;
        SRLegs.material    = LC.Emitter;
        SRHead.sprite      = HC.part;
        SRHead.material    = HC.Emitter;
        SRTorso.sprite     = TC.part;
        SRTorso.material   = TC.Emitter;
        SRWeaponR.sprite   = WrC.part;
        SRWeaponR.material = WrC.Emitter;
        SRWeaponL.sprite   = WlC.part;
        SRWeaponL.material = WlC.Emitter;
        Anim = legsChildren.GetComponent <Animator>();
        Anim.SetInteger("ArmorID", GM.legsID);
        SRLegs.sprite      = LC.part;
        currentHP          = HC.hp + TC.hp + LC.hp;
        maxHP              = HC.hp + TC.hp + LC.hp;
        maxEnergy          = TC.energy;
        currentEnergy      = maxEnergy;
        C.orthographicSize = 6;
        if (Boosters.isPlaying)
        {
            Boosters.Stop();
        }
        if (overBoosters.isPlaying)
        {
            overBoosters.Stop();
        }
        AM.Play("Start1");
        AM.Play("Start2");
        AM.Play("Start3");
        AM.Play("Start4");
        AM.Play("Start5");
    }