Exemplo n.º 1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        char_count CharacterCount = GameObject.Find("char_count").GetComponent <char_count> ();

        CharacterCount.full_cnt();
        //Destroy (GameObject.Find ("Player"));
        int          stageNumber = animator.GetInteger("StageNumber");
        StageControl StageLoad   = GameObject.Find("Manager1").GetComponent <StageControl> ();

        animator.SetInteger("StageNumber", StageLoad.NextStage(stageNumber));
    }
Exemplo n.º 2
0
 public void Initialize(PlayerModel _player, HpBarCtrl _hpBarCtrl, char_count _characterCount, DOOR _DOOR, IAlphabetQueueHandler _alphabetQueueHandler)
 {
     if (_player == null || _hpBarCtrl == null || _characterCount == null)
     {
         throw new ArgumentNullException("null at EnemyCollision");
     }
     firstPlayer          = _player;
     HitPoint             = _hpBarCtrl;
     CharacterCount       = _characterCount;
     DoorRefference       = _DOOR;
     alphabetQueueHandler = _alphabetQueueHandler;
 }
    // Use this for initialization

    void Start()
    {
        GameObject  player      = GameObject.Find("Player");
        PlayerModel firstPlayer = player.GetComponent <PlayerModel> ();
        //FirstPlayer firstPlayer = player.GetComponent<FirstPlayerChild> () as FirstPlayer;
        HpBarCtrl             hpBarCtrl            = GameObject.Find("HpBarCtrl").GetComponent <HpBarCtrl> ();
        char_count            characterCount       = GameObject.Find("char_count").GetComponent <char_count> ();;
        DOOR                  DoorRefference       = GameObject.Find("Manager1").GetComponent <SaveDoor>().DOOR.GetComponent <DOOR>();
        IAlphabetQueueHandler alphabetQueueHandler = new AlphabetQueueHandler();
        Animator              playerAnimator       = player.GetComponent <Animator> ();

        playerAnimator.GetBehaviour <InEnemyCollision> ().Initialize(firstPlayer, hpBarCtrl, characterCount, DoorRefference, alphabetQueueHandler);
    }