Exemplo n.º 1
0
    //Set up the single player game. Instantiates the player.
    public void instantiateSingle()
    {
        GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");


        string     defenseString;
        string     playerTypeString;
        string     pathToSprites;
        GameObject mainCam = GameObject.Find("Main Camera");

        if (singlePlayer)
        {
            float cameraPosX = mainCam.transform.position.x;
            float cameraPosY = mainCam.transform.position.y;
            P1.name = "P1";
            P1.tag  = "Player";

            P1.transform.position = new Vector3(cameraPosX, cameraPosY, 0f);

            P1        = Resources.Load("PreFabs/Player") as GameObject;
            healthBar = Resources.Load("PreFabs/HealthBar") as GameObject;
            if (playerOne.playerType == "Mage")
            {
                P1.GetComponent <spriteAnimator>().playerType = 2;
            }
            else
            {
                P1.GetComponent <spriteAnimator>().playerType = 0;
            }

            spriteAnimator P1animator = P1.GetComponent <spriteAnimator>();

            playerTypeString = playerOne.playerType;
            defenseString    = playerOne.defenseLevel.ToString();
            pathToSprites    = playerTypeString + "/" + defenseString + "/";

            P1animator._attackNames = pathToSprites + "Attack";
            P1animator._idleNames   = pathToSprites + "Idle";
            P1animator._walkNames   = pathToSprites + "Walk";

            Instantiate(P1, new Vector3(mainCam.transform.position.x, mainCam.transform.position.y, 0.0f), Quaternion.identity);
            Instantiate(healthBar, new Vector3(0, 0, 0), Quaternion.identity);
            foreach (GameObject enemy in enemies)
            {
                enemy.GetComponent <Enemy>()._target = GameObject.FindGameObjectWithTag("Player").transform;
            }
        }
    }
Exemplo n.º 2
0
    void Start()
    {
        wasOvercharged = overcharge;
        belt           = gameObject.transform.Find("Effector").gameObject;
        effector       = belt.GetComponent <AreaEffector2D>();
        spriteAnimator = GetComponent <spriteAnimator>();

        if (overcharge)
        {
            speed = overchargeSpeed;
        }
        else
        {
            speed = standardSpeed;
        }
        if (speed < 0)
        {
            spriteAnimator.reverse = true;
        }
        spriteAnimator.framesPerSecond = Mathf.Abs(speed * spriteAnimatorSpeedRatio);
    }