Exemplo n.º 1
0
 void Start()
 {
     spriteRenderer = GetComponent <SpriteRenderer>();
     phy            = GetComponent <Rigidbody2D>();
     gamecontrol    = GameObject.FindGameObjectWithTag("gamecontroltag").GetComponent <gamecontrol>();
     sesler         = GetComponents <AudioSource>();
     highScore      = PlayerPrefs.GetInt("highScore");
 }
Exemplo n.º 2
0
    void Start()
    {
        PlayerHealth      = 10;
        PeriodSufferDamge = 0;
        anim            = GetComponent <Animator>();
        Physics.gravity = new Vector3(0, -10, 0);

        GameObject controller_object = GameObject.FindGameObjectsWithTag("GameController")[0];

        gamecontroller = controller_object.GetComponent <gamecontrol>();
    }
 // singlton
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
Exemplo n.º 4
0
 void Start()
 {
     gamecontrol = GameObject.FindGameObjectWithTag("oyunkontrol");
     control     = gamecontrol.GetComponent <gamecontrol>();
 }
Exemplo n.º 5
0
    void Start()
    {
        anim = GetComponent <Animator>();

        StateIDToActionID = new Dictionary <StateID, Action>()
        {
            { StateID.BattleFireBall, Action.FireBall },
            { StateID.BattleFallingBall, Action.FallingBall }
        };

        DragonHealth      = 20;
        PeriodSufferDamge = 0;
        player            = GameObject.FindGameObjectsWithTag("CurPlayer")[0];

        GameObject controller_object = GameObject.FindGameObjectsWithTag("GameController")[0];

        gamecontroller = controller_object.GetComponent <gamecontrol>();

        DragonKnowledge = new KnowledgeSystem();

        IdleState idle = new IdleState(player, gameObject);

        idle.AddTransition(Transition.SawPlayer, StateID.BattleRoar);
        idle.AddTransition(Transition.IdleEnd, StateID.RandomWalk);

        RandomWalkState walk = new RandomWalkState(player, gameObject);

        walk.AddTransition(Transition.SawPlayer, StateID.BattleRoar);
        walk.AddTransition(Transition.WalkEnd, StateID.Idle);

        BattleRoarState roar = new BattleRoarState(player, gameObject);

        roar.AddTransition(Transition.Falling, StateID.BattleFallingBall);
        roar.AddTransition(Transition.Beaten, StateID.BattleBeaten);
        roar.AddTransition(Transition.FireBall, StateID.BattleFireBall);
        roar.AddTransition(Transition.FarAway, StateID.BattleRun);

        BattleFireBallState fireball = new BattleFireBallState(player, gameObject);

        fireball.AddTransition(Transition.FireBall, StateID.BattleFireBall);
        fireball.AddTransition(Transition.FarAway, StateID.BattleRun);
        fireball.AddTransition(Transition.LowHealth, StateID.BattleRetreat);
        fireball.AddTransition(Transition.Beaten, StateID.BattleBeaten);
        fireball.AddTransition(Transition.Falling, StateID.BattleFallingBall);

        BattleRunState run = new BattleRunState(player, gameObject);

        run.AddTransition(Transition.FireBall, StateID.BattleFireBall);
        run.AddTransition(Transition.LowHealth, StateID.BattleRetreat);
        run.AddTransition(Transition.Falling, StateID.BattleFallingBall);

        BattleRetreatState retreat = new BattleRetreatState(player, gameObject);

        retreat.AddTransition(Transition.Beaten, StateID.BattleBeaten);

        BattleBeatenState beaten = new BattleBeatenState(player, gameObject);

        beaten.AddTransition(Transition.FireBall, StateID.BattleFireBall);
        beaten.AddTransition(Transition.LowHealth, StateID.BattleRetreat);
        beaten.AddTransition(Transition.FlyBack, StateID.BattleFlyBack);

        BattleFlyBackState flyback = new BattleFlyBackState(player, gameObject);

        flyback.AddTransition(Transition.FireBall, StateID.BattleFireBall);
        flyback.AddTransition(Transition.Falling, StateID.BattleFallingBall);
        flyback.AddTransition(Transition.FarAway, StateID.BattleRun);
        flyback.AddTransition(Transition.Beaten, StateID.BattleBeaten);

        BattleFallingBall fallingball = new BattleFallingBall(player, gameObject);

        fallingball.AddTransition(Transition.FireBall, StateID.BattleFireBall);
        fallingball.AddTransition(Transition.FarAway, StateID.BattleRun);
        fallingball.AddTransition(Transition.LowHealth, StateID.BattleRetreat);
        fallingball.AddTransition(Transition.Beaten, StateID.BattleBeaten);
        fallingball.AddTransition(Transition.Falling, StateID.BattleFallingBall);


        fsm = new FSMSystem();
        fsm.AddState(idle);
        fsm.AddState(walk);
        fsm.AddState(roar);
        fsm.AddState(fireball);
        fsm.AddState(run);
        fsm.AddState(retreat);
        fsm.AddState(beaten);
        fsm.AddState(flyback);
        fsm.AddState(fallingball);
    }