// Start is called before the first frame update void Start() { Cursor.visible = false; pointList = new List <Vector3>(); controller = GetComponent <PlayerController>(); m_AttackController = GetComponent <MeleeAttackController>(); if (GameObject.FindGameObjectWithTag("Game Manager")) { manager = GameObject.FindGameObjectWithTag("Game Manager").GetComponent <GameManager>(); } rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); cam = Camera.main; cam.orthographicSize = minCamZoomSize; Volume volume = globalVolume.GetComponent <Volume>(); DepthOfField tmpdof; if (volume.profile.TryGet <DepthOfField>(out tmpdof)) { dofComp = tmpdof; } currentMode = 0; arcMode.color = new Color(1, 1, 1, 1); straightMode.color = new Color(1, 1, 1, 35 / 255); }
private void Fall() { if (!_isGround) { _rigidbody.velocity = Vector2.down * _player.jumpForce * 2; checkFall = true; if (_player._isBlock == true && Time.time - _curSlamTime >= _player.slamCoolDown) { // Debug.Log(_player.meleeAttackDamage); //анимация MeleeAttackController.Slam(transform.position, 1.5F, 9, _player.meleeAttackDamage * 2); _curSlamTime = Time.time; } } }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); m_MeleeAttackController = GetComponent <MeleeAttackController> (); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); m_AttackController = GetComponent <MeleeAttackController>(); r_AttackController = GetComponent <RangedAttackWithTeleportation>(); if (GameObject.FindGameObjectWithTag("Game Manager")) { manager = GameObject.FindGameObjectWithTag("Game Manager").GetComponent <GameManager>(); } playerMat = GetComponent <SpriteRenderer>().material; facingDirection = 1; canMove = true; canFlip = true; isWalking = true; isRunning = false; isGrounded = true; isCloseToWall = false; baseWallSlidingSpeed = wallSlidingSpeed; currentMaxSlidingSpeed = maxSlidingSpeed; }