// Start is called before the first frame update void Start() { oldPanelColor = new Vector4(0, 0, 0, 0.7f); panel.GetComponent <Image>().color = new Vector4(0, 0, 0, 0); UIPlayerHP = playerHealth.GetComponent <UIPlayerHealth>(); UIPanel = panel.GetComponent <Image>(); }
// Start is called before the first frame update void Start() { defaultCrosshairColor = crosshair.GetComponent <RawImage>().color; playerHP = UIPlayerHealth.Get(); crosshairImage = crosshair.GetComponent <RawImage>(); ammo = 5; }
// Start is called before the first frame update void Start() { playerPoints = PlayerPoints.Get(); playerHp = UIPlayerHealth.Get(); rig = player.GetComponent <Rigidbody>(); force = -7000; }
// Start is called before the first frame update void Start() { ball.GetComponent <MeshRenderer>().enabled = false; ball.GetComponent <SphereCollider>().enabled = false; playerHP = UIPlayerHealth.Get(); playerPoints = PlayerPoints.Get(); crosshairImage = crosshair.GetComponent <RawImage>(); defaultCrosshairColor = crosshair.GetComponent <RawImage>().color; ammo = 10; }
private void Awake() { if (instance != null) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); }
// Start is called before the first frame update void Start() { playerPoints = PlayerPoints.Get(); defaultColor = transform.gameObject.GetComponent <MeshRenderer>().material.color; GhostHunterProjectile = ball.gameObject.GetComponent <GhostHunter_ball>(); ghostModel = transform.gameObject.GetComponent <MeshRenderer>(); rig = player.GetComponent <Rigidbody>(); playerStatus = playerHp.GetComponent <UIPlayerHealth>(); movementTimer = 5; }
void Awake() { instance = this; }
// Update is called once per frame void FixedUpdate() { //if (m_pathArray[0]!= null) //{ // for (int i = 0; i < MonsterPathFinding.stackSize - 1; i++) // { // temp1.Set(m_pathArray[i].x, 1, m_pathArray[i].y); // temp2.Set(m_pathArray[i + 1].x, 1, m_pathArray[i + 1].y); // Debug.DrawLine(temp1, temp2, Color.blue); // } // startPosition.Set(m_pathArray[currentWayPoint].x, 1, m_pathArray[currentWayPoint].y); // endPosition.Set(m_pathArray[currentWayPoint + 1].x, 1, m_pathArray[currentWayPoint + 1].y); // newDirection = (endPosition - startPosition); // rotation = Quaternion.LookRotation(newDirection); // transform.rotation = Quaternion.Lerp(transform.rotation, rotation, 0.25f); // //gameObject.transform.(endPosition); // //gameObject.transform.Translate(Vector3.forward); // //float x = newDirection.x; // //float y = newDirection.y; // //float rotationAngle = Mathf.Atan2(y, x) * 180 / Mathf.PI; // //transform.rotation = Quaternion.AngleAxis(rotationAngle, Vector3.forward); // pathLength = Vector3.Distance(startPosition, endPosition); // totalTimeForPath = pathLength / speed;//路径上总共需要花费的时间 // currentTimeOnPath = Time.time - lastWaypointSwitchTime; // transform.position = Vector3.Lerp(startPosition, endPosition, currentTimeOnPath / totalTimeForPath); // //RotateIntoMoveDirection(); // if (transform.position == endPosition) // { // if (currentWayPoint < MonsterPathFinding.stackSize - 2) // { // currentWayPoint++; // lastWaypointSwitchTime = Time.time; // // TODO: Rotate into move direction // } // } //} //for (int i = 0; i < MonsterPathFinding.stackSize - 1; i++) //{ // temp1.Set(m_ListPath[i].x, 1, m_ListPath[i].y); // temp2.Set(m_ListPath[i + 1].x, 1, m_ListPath[i + 1].y); // Debug.DrawLine(temp1, temp2, Color.blue); //} for (int i = 4; i >= 0; i--) { if (Time.time < statusTime[i]) { if (i == 4) { changewalkSpeed(0); } else { if (isSlowDown == 1) { changewalkSpeed(speed * (1 - TowerElemInfo.slowdownDegree[i])); } } break; } else if (Time.time > statusTime[i]) { walkSpeed = speed; } } //if (isPause) //{ // isPause = false; // Pause(1); //} ////暂停后恢复原来速度 //if (Time.time - pauseStartTime >= pauseTime) //{ // changeSpeed(walkSpeed); //} //for (int i = 0; i < AStar.m_ListPath.Count - 1; i++) //{ // if (m_ListPath[i + 1].X == -1) // { // i++; // continue; // } // temp1.Set(m_ListPath[i].X, 1, m_ListPath[i].Y); // temp2.Set(m_ListPath[i + 1].X, 1, m_ListPath[i + 1].Y); // Debug.DrawRay(temp1, Vector3.up, Color.red); // Debug.DrawLine(temp1, temp2, Color.blue); //} //startPosition.Set(m_ListPath[currentWayPoint].X, 1, m_ListPath[currentWayPoint].Y); ////碰到x,y为-1,-1的点时,把list下标往后移两个单位 //if (m_ListPath[currentWayPoint + 1].X == -1) //{ // currentWayPoint += 2; // Vector3 temp = transform.position; // temp.Set(m_ListPath[currentWayPoint].X, 1, m_ListPath[currentWayPoint].Y); // transform.position = temp; //} endPosition.Set(m_ListPath[currentWayPoint + 1].X, 1, m_ListPath[currentWayPoint + 1].Y); newDirection = (endPosition - transform.position); rotation = Quaternion.LookRotation(newDirection); transform.rotation = Quaternion.Lerp(transform.rotation, rotation, 0.25f); //gameObject.transform.(endPosition); //gameObject.transform.Translate(Vector3.forward); //float x = newDirection.x; //float y = newDirection.y; //float rotationAngle = Mathf.Atan2(y, x) * 180 / Mathf.PI; //transform.rotation = Quaternion.AngleAxis(rotationAngle, Vector3.forward); //pathLength = Vector3.Distance(startPosition, endPosition); //totalTimeForPath = pathLength / speed;//路径上总共需要花费的时间 //currentTimeOnPath = Time.time - lastWaypointSwitchTime; //transform.position = Vector3.Lerp(startPosition, endPosition, currentTimeOnPath / totalTimeForPath); //RotateIntoMoveDirection(); rb.velocity = transform.forward * walkSpeed; if (Vector3.Distance(transform.position, endPosition) <= 0.5f) { if (currentWayPoint < AStar.m_ListPath.Count - 2) { currentWayPoint++; //lastWaypointSwitchTime = Time.time; // TODO: Rotate into move direction } else { walkSpeed = Mathf.Lerp(walkSpeed, 0, 0.25f); Destroy(this.gameObject); UIPlayerHealth.TakeHealth(UIGameLevel.level * 2); //walkSpeed = speed; } } }