// !-- END OF VARIABLES FOR COUNTER --! \\

    // Start is called before the first frame update
    void Start()
    {
        _pauseMenu  = GameObject.FindObjectOfType <PauseMenu>();
        _betterJump = GameObject.FindObjectOfType <BetterJump>();

        playerRb       = GetComponent <Rigidbody>();
        playerAnimator = GameObject.Find("PlayerCharacter").GetComponent <Animator>();

        // assign start values
        countObstacleJump_i = 0;
        countPlayerJumps_i  = 0;
        playerHp_i          = 3;
        meterWalked_i       = 0;
        timeToInt_f         = Time.deltaTime;
        realMeterWalked_i   = 0;
        playerHpCollected_i = 0;
        countObstacleHit_i  = 0;
        currentScore_i      = 0;

        // get highest score
        highestScore_i = PlayerPrefs.GetInt("HighestScore", 0);

        playerAnimator.SetBool("isDead_b", false);

        // start game sound
        backgroundSound.Play();

        // Initial start of day-night rhythm
        ChangeSkyBoxDay();
    }
Exemplo n.º 2
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 /// <summary>
 /// 初始化
 /// </summary>
 /// <param name="rb"></param>
 /// <param name="animScript"></param>
 public void Init(Rigidbody2D rb, AnimScript animScript, Collion coll, BetterJump betterJump)
 {
     this.rb         = rb;
     this.animScript = animScript;
     this.coll       = coll;
     this.betterJump = betterJump;
     ResetFunction();
 }
Exemplo n.º 3
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    // Start is called before the first frame update
    void Start()
    {
        sr = GetComponent <SpriteRenderer>();
        rb = GetComponent <Rigidbody2D>();
        bt = GetComponent <BetterJump>();

        rb.freezeRotation = true;
    }
Exemplo n.º 4
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 // Start is called before the first frame update
 void Start()
 {
     pm = GetComponent <PlayerMovement>();
     pj = GetComponent <PlayerJump>();
     bj = GetComponent <BetterJump>();
     rb = GetComponent <Rigidbody2D>();
     sa = GetComponent <SwordAttacking>();
 }
Exemplo n.º 5
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 // Start is called before the first frame update
 void Awake()
 {
     _betterJump     = GetComponent <BetterJump>();
     _spriteRenderer = GetComponent <SpriteRenderer>();
     rb        = GetComponent <Rigidbody2D>();
     collision = GetComponent <GroundWallCheck>();
     anim      = GetComponent <Animator>();
 }
 void Start()
 {
     sr                = GetComponent <SpriteRenderer> ();
     rb                = GetComponent <Rigidbody2D> ();
     bt                = GetComponent <BetterJump> ();
     anim              = GetComponent <Animator>();
     colli             = GetComponent <Collider2D>();
     rb.freezeRotation = true;
 }
Exemplo n.º 7
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    void Start()
    {
        sr = GetComponent <SpriteRenderer> ();
        rb = GetComponent <Rigidbody2D> ();
        bt = GetComponent <BetterJump> ();

        rb.freezeRotation = true;
        initalPoint       = transform.position;
    }
Exemplo n.º 8
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 void Awake()
 {
     _target             = transform.position;
     _rb                 = GetComponent <Rigidbody2D>();
     _betterJumpScript   = GetComponent <BetterJump>();
     _movementController = GetComponent <MovementController>();
     _boxCollider2D      = GetComponent <BoxCollider2D>();
     _lastFinishTime     = Time.time;
 }
Exemplo n.º 9
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 // Use this for initialization
 void Awake()
 {
     playerRigidBody = GetComponent <Rigidbody2D> ();
     action          = new AMovement();
     bj           = GetComponent <BetterJump> ();
     player       = GetComponent <Player> ();
     CurrentSpeed = MoveSpeed;
     vel          = knockBackVelocity;
 }
Exemplo n.º 10
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 // Start is called before the first frame update
 void Start()
 {
     anim = GetComponent <Animator>();
     rb   = GetComponent <Rigidbody2D>();
     polygonCollider2D   = GetComponent <PolygonCollider2D>();
     startPosition       = transform.position;
     remainingDashes     = maxNumDashes;
     remainingDownDashes = maxNumDownDashes;
     betterJumpScript    = GetComponent <BetterJump>();
 }
Exemplo n.º 11
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    // Start is called before the first frame update
    void Start()
    {
        wallJumpRequest = false;

        rb      = GetComponent <Rigidbody2D>();
        pm      = GetComponent <PlayerMovement>();
        pj      = GetComponent <PlayerJump>();
        bj      = GetComponent <BetterJump>();
        walling = GetComponent <Walling>();
    }
Exemplo n.º 12
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    void Start()
    {
        Current.gameObject.SetActive(true);
        bJump     = GetComponent <BetterJump>();
        pMovement = GetComponent <PlayerMovement>();

        PlayerSprite       = GetComponent <SpriteRenderer>();
        PlayerSprite.color = Current.BaseColor;

        anim = GetComponent <Animator>();
        anim.runtimeAnimatorController = Current.anim;
    }
Exemplo n.º 13
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    void Start()
    {
        spriteRenderer   = GetComponent <SpriteRenderer>();
        playerController = GetComponent <PlayerController>();
        rigidbody2D      = GetComponent <Rigidbody2D>();
        collider2D       = GetComponent <BoxCollider2D>();
        animator         = GetComponent <Animator>();
        betterJump       = GetComponent <BetterJump>();
        weapon           = GetComponent <Weapon>();

        if (File.Exists(Application.persistentDataPath + @"\saveFile.bin"))
        {
            saveManager        = FindObjectOfType <SaveManager>();
            transform.position = new Vector3(saveManager.saveInfo.playerPosition[0] + 10, saveManager.saveInfo.playerPosition[1], saveManager.saveInfo.playerPosition[2]);
        }
    }
Exemplo n.º 14
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    private void Awake()
    {
        colls          = GetComponent <Collisions>();
        rb             = GetComponent <Rigidbody2D>();
        jumpContorller = GetComponent <BetterJump>();
        animator       = GetComponentInChildren <Animator>();
        movement       = GetComponent <Move>();
        wallhitbox     = GetComponentInChildren <WallHitbox>();

        colls.playerListenOnHeadChannelCallBack = (fire) =>
        {
            if (rb.velocity.y > 0)
            {
                //把重力去掉 或者 给一个向上的速度
                Debug.Log("playerListenOnHeadChannelCallBack");
                rb.velocity = new Vector2(rb.velocity.x, verticalHelperSpeed);//用固定速度是因为要做动画的话同样的位移[升高距离,速度应该一样,也更符合人翻墙的统一速度]
                //执行动画
                animator.SetTrigger("IsPropup");
                //并且关闭canDoubleJump
                jumpContorller.canDoubleJumped = false;
                Instantiate((GameObject)Resources.Load("Prefabs/JumpParticle"), transform.position, Quaternion.identity);
            }
        };
    }