/// <summary> /// Каждый клиент загружает анимации /// </summary> public override void OnStartClient() { respawnWaver = GameObject.FindGameObjectWithTag("Core") .GetComponent <RespawnWaver>(); if (isServer) { _healthBarUnit.HealthUnit = Hp; // Задаем значение бара _currentAnimation = ResourcesPlayerHelper.LenghtAnimationsPenguins() - 2; } else if (!isServer) { gameObject.name = _enemyType; _spriteRenderer.flipX = _isFlipped; _animatorOfEnemy.speed = this._animationSpeed; try { _animatorOfEnemy.runtimeAnimatorController = ResourcesPlayerHelper.GetElementFromAnimationsPenguins(_currentAnimation); } catch { Debug.Log("Чет не так"); } } }
/// <summary> /// Установить начальные переменные /// </summary> public virtual void Start() { if (!isServer) { return; // Выполняется только на сервере } respawnWaver = GameObject.FindGameObjectWithTag("Core") .GetComponent <RespawnWaver>(); if (GameObject.FindGameObjectWithTag("Core"). GetComponent <RespawnWaver>().IsEndWave && GameObject.FindGameObjectWithTag("Core"). GetComponent <RespawnWaver>().NumberOfEnemies == 0) { stopping = true; } _points = new bool[4]; _maskCursor = 1 << 9; for (byte i = 0; i < _points.Length; i++) { _points[i] = false; } _maxEdge = _standartRadius / 4; if (_isTurrel) { _maxEdge *= 2; } _startColor = _spriteRenderer.color; _isStoppingWalkFight = false; _isAlive = true; _moveBack = false; _canToNull = false; _isFighting = false; _isReturning = false; _canToChangeCofForChangeAnim = true; _canRandomWalk = true; _timer = _restartTimer; _animFlag1 = true; _animFlag2 = true; _animFlag3 = true; _animFlag4 = true; _cofForChangeAnim = _cofForRest; _startPosition = gameObject.transform.position; _canPlayAnimAttack = true; // Апгрейдовые переменные _playerDmgNear = _standartDmgNear; _hpTurrelTemp = _hpTurrel; SetNewAgentSpeed(); StartMethod(); }
/// <summary> /// Старт /// </summary> void Start() { if (!isServer) { return; } // Выполняется только на сервере SaveCaching(); transform.position = new Vector3(transform.position.x, 0.1f, transform.position.z); _angle = rnd.Next(180, 720); _quar = Quaternion.Euler(90, _angle, 0); _speedVec = new Vector3((float)rnd.NextDouble() * rnd.Next(-1, 2) * _accuracy, 0, _speed); GetComponent <BulletMotionSync>().SpeedVec = _speedVec; respawnWaver = GameObject.FindGameObjectWithTag("Core") .GetComponent <RespawnWaver>(); }
/// <summary> /// Старт /// </summary> void Start() { if (!isServer) { return; } respawnWaver = GameObject.FindGameObjectWithTag("Core") .GetComponent <RespawnWaver>(); CmdBangAudio(); _speedVector = new Vector3(0, 0, _speed); _angle = 360 / _countOfClusterings; for (int i = 0; i < _countOfClusterings; i++) { CmdInstantiate(i); } Destroy(gameObject, _timerToDestroy); }