public static bool posPlayerOfRegDate(string iRegDate) // 指定RegDateの選手のplayList参照をワークに移す { bool result = true; var qry = GameList.Instance.playerList.Where(p => p.regDate == iRegDate); if (qry.Count() != 0) { foreach (_Player p in qry) { _player = p; } } else { result = false; } var qt = TrsPlayer.Instance.trsPlayerList.Where(p => p.regDate == iRegDate); if (qt.Count() != 0) { foreach (_TrsPlayer t in qt) { _trsPlayer = t; } } return(result); }
private _Player player; //对角色脚本的引用 public override void Start() { base.Start(); characterPropertyText = transform.Find("CharacterPropertyPanel/Text").GetComponent <Text>(); player = GameObject.FindWithTag("Player").GetComponent <_Player>(); UpdatePropertyText();//初始化显示角色属性值 }
private _Player player; //对主角Player脚本的引用,用于购买物品功能 public override void Start() { base.Start(); InitShop(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <_Player>(); Hide(); }
void PresentPlayer() { string filepath = Application.dataPath + "/rune31/Scripts/GameData/"; _Player player = JsonConvert.DeserializeObject <_Player>(File.ReadAllText(filepath + "Player.json")); _presentChr = chrAvaPool.avaPool[player.character]; foreach (string eqp in player.equipment.Keys) { foreach (_Equipment e in eqpAvaPool.avaPool) { if (e.name == player.equipment[eqp]) { presentEqp.Add(eqp, e); } } } runeProficiency = player.runeProficiency; _magicPenetration = _presentChr.magicPenetration; _magicResistance = _presentChr.magicResistance; _health = _presentChr.health; var mpQuery = (from eqp in presentEqp select eqp.Value.magicPenetration); var mrQuery = (from eqp in presentEqp select eqp.Value.magicResistance); var hQuery = (from eqp in presentEqp select eqp.Value.health); var mdDmgQuery = (from eqp in presentEqp select eqp.Value.mdDmg); foreach (var q in mpQuery) { _magicPenetration += (float)q; } foreach (var q in mrQuery) { _magicResistance += (float)q; } foreach (var q in hQuery) { _health += (int)q; } foreach (var q in mdDmgQuery) { _mdDmg += (float)q; } _dmg = (int)((float)_dmg * (1.0 + _mdDmg)); }
protected override void OnCantMove(GameObject go) { _Player hitPlayer = go.GetComponent <_Player>(); if (hitPlayer != null) { hitPlayer.LoseFood(playerDamage); animator.SetTrigger("enemyAttack"); _SoundManager.instance.RandomizeSfx(enemyAttack1, enemyAttack2); } }
// Use this for initialization void Start () { players = new Dictionary<int, _Player>(); for (int i = 1; i <= 6; i++) { Debug.Log("ahhhhhhhh"); _Player newPlayer = new _Player(); newPlayer.Start(); newPlayer.player_slot = i; players.Add(i, newPlayer); } }
public static bool posPlayerOfListIndex(int listIdx) // 指定ListIndexの選手のplayList参照をワークに移す { if (listIdx < GameList.Instance.playerList.Count) { _player = GameList.Instance.playerList[listIdx]; _trsPlayer = TrsPlayer.Instance.trsPlayerList[listIdx]; return(true); } else { Debug.Log("Error:Over PlayerCount"); return(false); } }
// Start is called before the first frame update void Start() { GM = GameObject.Find("Game Manager").GetComponent <_GameManager>(); PL = GameObject.Find("Game Manager").GetComponent <_Player>(); Prefab = GameObject.Find("Game Manager").GetComponent <_Prefab>(); // INITIALISE PARTS OF THE UI INIT_GameManagement(); INIT_Currency(); INIT_BarracksUI(); INIT_WaveUI(); INIT_HealthBarUI(); INIT_SpacialUI(); }
// Use this for initialization void Start () { level2 = this.GetComponent<DummyLevel2>(); try { player1 = level2.players[1]; player2 = level2.players[2]; player3 = level2.players[3]; player4 = level2.players[4]; player5 = level2.players[5]; player6 = level2.players[6]; }catch { } }
public void recSkelData(NetworkPlayer player, Vector3 skel1Head, Vector3 skel1Right, Vector3 skel1Left, Vector3 skel2Head, Vector3 skel2Right, Vector3 skel2Left, float timeSent) { //int playerIndex = (Convert.ToInt16(player.ToString()) * 2 )+ 1; _Player playerSendingData1; _Player playerSendingData2; player1 = level2.players[1]; player2 = level2.players[2]; switch (player.ToString()) { case "0": playerSendingData1 = player1; playerSendingData2 = player2; break; case "1": playerSendingData1 = player3; playerSendingData2 = player4; break; case "2": playerSendingData1 = player5; playerSendingData2 = player6; break; default: break; } player1.head.Add(skel1Head); player1.rightHand.Add(skel1Right); player1.leftHand.Add(skel1Left); player1.times.Add(timeSent); player2.head.Add(skel2Head); player2.rightHand.Add(skel2Right); player2.leftHand.Add(skel2Left); player2.times.Add(timeSent); }
public TalentManager(_Player me) { this.me = me; }
// -- function -- public static void initPlayer() // ワークの初期化生成 { _player = new _Player(); _match = new _Match(); }
void Start() { player = FindObjectOfType <_Player>(); button[1].GetComponent <Animator>().Play("Highlited"); }