Пример #1
0
    public void Start()
    {
        this.animator = this.GetComponentInChildren <Animator>();

        this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>();

        this.attack_collider.player = this;


        this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent <AnimatedTextureExtendedUV>();
        this.kiseki_left.StopPlay();

        this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent <AnimatedTextureExtendedUV>();
        this.kiseki_right.StopPlay();


        this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent <ParticleSystem>();

        this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent <ParticleSystem>();

        this.run_speed = 0.0f;

        this.next_step = STEP.RUN;

        this.attack_voice_audio = this.gameObject.AddComponent <AudioSource>();
        this.sword_audio        = this.gameObject.AddComponent <AudioSource>();
        this.miss_audio         = this.gameObject.AddComponent <AudioSource>();

        this.run_audio      = this.gameObject.AddComponent <AudioSource>();
        this.run_audio.clip = this.runSound;
        this.run_audio.loop = true;
        this.run_audio.Play();
    }
Пример #2
0
    void Start()
    {
        this.attack_collider        = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>();
        this.attack_collider.player = this;


        // 开始
        this.run_speed  = 0.0f;
        this.next_state = STATE.RUN;
    }
    // Use this for initialization
    void Start()
    {
        animator = GetComponentInChildren <Animator>();

        attackCollider        = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>();
        attackCollider.player = this;

        attackLeftTail.Stop();
        attackRightTail.Stop();

        attackVoiceAudio = gameObject.AddComponent <AudioSource>();
        swordAudio       = gameObject.AddComponent <AudioSource>();
        missAudio        = gameObject.AddComponent <AudioSource>();
        runAudio         = gameObject.AddComponent <AudioSource>();
        runAudio.clip    = runSound;
        runAudio.loop    = true;
        runAudio.Play();

        runSpeed  = 0.0f;
        nextState = State.Run;
    }
Пример #4
0
    //----------------------------------------------------------------//

    // Use this for initialization
    void Start()
    {
        //Vector3 new_velocity = this.GetComponent<Rigidbody>().velocity;

        //查找用于攻击判定的碰撞器
        this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>();

        //设置用于攻击判定的碰撞器的玩家实例
        this.attack_collider.player = this;

        //剑的轨迹特效
        this.kisski_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent <AnimatedTextureExtendedUV>();
        this.kisski_left.stopPlay();

        this.kisski_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent <AnimatedTextureExtendedUV>();
        this.kisski_right.stopPlay();

        //击中时的特效
        this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent <ParticleSystem>();

        this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent <ParticleSystem>();
        //

        this.run_speed = 0.0f;

        this.next_step = Step.Run;

        this.attack_voice_audio = this.gameObject.AddComponent <AudioSource>();
        this.sword_audio        = this.gameObject.AddComponent <AudioSource>();
        this.miss_audio         = this.gameObject.AddComponent <AudioSource>();

        this.run_audio      = this.gameObject.AddComponent <AudioSource>();
        this.run_audio.clip = this.runSound;
        this.run_audio.loop = true;
        this.run_audio.Play();
    }
    // -------------------------------------------------------------------------------- //

    void    Start()
    {
        // 攻撃判定用コライダーを探しておく.
        this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>();

        // 攻撃判定用コライダーにプレイヤーのインスタンスをセットしておく.
        this.attack_collider.player = this;

        // 剣の軌跡エフェクト.

        this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent <AnimatedTextureExtendedUV>();
        this.kiseki_left.stopPlay();

        this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent <AnimatedTextureExtendedUV>();
        this.kiseki_right.stopPlay();

        // ヒットエフェクト.

        this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent <ParticleSystem>();

        this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent <ParticleSystem>();
        //

        this.run_speed = 0.0f;

        this.next_step = STEP.RUN;

        this.attack_voice_audio = this.gameObject.AddComponent <AudioSource>();
        this.sword_audio        = this.gameObject.AddComponent <AudioSource>();
        this.miss_audio         = this.gameObject.AddComponent <AudioSource>();

        this.run_audio      = this.gameObject.AddComponent <AudioSource>();
        this.run_audio.clip = this.runSound;
        this.run_audio.loop = true;
        this.run_audio.Play();
    }
    // -------------------------------------------------------------------------------- //
    void Start()
    {
        // 攻撃判定用コライダーを探しておく.
        this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent<AttackColliderControl>();

        // 攻撃判定用コライダーにプレイヤーのインスタンスをセットしておく.
        this.attack_collider.player = this;

        // 剣の軌跡エフェクト.

        this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent<AnimatedTextureExtendedUV>();
        this.kiseki_left.stopPlay();

        this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent<AnimatedTextureExtendedUV>();
        this.kiseki_right.stopPlay();

        // ヒットエフェクト.

        this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent<ParticleSystem>();

        this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent<ParticleSystem>();
        //

        this.run_speed = 0.0f;

        this.next_step = STEP.RUN;

        this.attack_voice_audio = this.gameObject.AddComponent<AudioSource>();
        this.sword_audio        = this.gameObject.AddComponent<AudioSource>();
        this.miss_audio         = this.gameObject.AddComponent<AudioSource>();

        this.run_audio         	= this.gameObject.AddComponent<AudioSource>();
        this.run_audio.clip		= this.runSound;
        this.run_audio.loop		= true;
        this.run_audio.Play();
    }