void OnEnable()
 {
     mSelf = (SecondaryAttackType)target;
 }
Пример #2
0
    void Start()
    {
        mIsP1KeybInput = JoystickManager.sSingleton.IsP1KeybInput;

        if (playerID == 1)
        {
            mJoystick = JoystickManager.sSingleton.p1_joystick;
        }
        else if (playerID == 2)
        {
            mJoystick = JoystickManager.sSingleton.p2_joystick;
        }

        if (GameManager.sSingleton.TotalNumOfPlayer() == 2)
        {
            if (playerID == 1)
            {
                mOtherPlayerTrans = GameManager.sSingleton.player2;
            }
            else
            {
                mOtherPlayerTrans = GameManager.sSingleton.player1;
            }

            mOtherPlayerController = mOtherPlayerTrans.GetComponent <PlayerController> ();
        }

        mDefaultMoveSpeed = moveSpeed;
        mPlayerSize       = GetComponentInChildren <Renderer>().bounds.size;
        anim = GetComponentInChildren <Animator>();

        // Here is the definition of the boundary in world point
        float distance = (transform.position - Camera.main.transform.position).z;

        border.left   = Camera.main.ViewportToWorldPoint(new Vector3(0.18f, 0, distance)).x + (mPlayerSize.x / 2);
        border.right  = Camera.main.ViewportToWorldPoint(new Vector3(0.82f, 0, distance)).x - (mPlayerSize.x / 2);
        border.top    = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, distance)).y - (mPlayerSize.y / 2);
        border.bottom = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).y + (mPlayerSize.y / 2);

        float autoCollect_Y = GameManager.sSingleton.autoCollectPickUp_Y;

        border.autoCollect = Camera.main.ViewportToWorldPoint(new Vector3(0, autoCollect_Y, distance)).y - (mPlayerSize.y / 2);

        mResetPos.x = Camera.main.ViewportToWorldPoint(new Vector3(respawnXPos, 0, distance)).x;
        mResetPos.y = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).y - (mPlayerSize.y / 2);

        mP1DefaultPos = GameManager.sSingleton.p1DefaultPos.position;
        mP2DefaultPos = GameManager.sSingleton.p2DefaultPos.position;

        sr              = charImageRenderer;
        mAttackPattern  = GetComponent <AttackPattern>();
        mBombController = GetComponent <BombController>();

        if (soulTrans != null)
        {
            mPlayerSoul = soulTrans.GetComponent <PlayerSoul>();
        }

        for (int i = 0; i < totalCoroutine; i++)
        {
            mIsCoroutineList.Add(false);
        }

        life = GameManager.sSingleton.plyStartLife;
        bomb = GameManager.sSingleton.plyStartBomb;

        UIManager.sSingleton.UpdatePower(playerID, powerLevel, maxPowerLevel);
        if (GameManager.sSingleton.TotalNumOfPlayer() == 2)
        {
            UIManager.sSingleton.UpdateLinkBar(playerID, linkValue);
        }

        mFairy = mAttackPattern.secondaryAttackType;

        mBrokenHeartPS = Instantiate(GameManager.sSingleton.brokenHeartPS, Vector3.zero, GameManager.sSingleton.brokenHeartPS.transform.rotation);
        mRevivedPS     = Instantiate(GameManager.sSingleton.revivedPS, Vector3.zero, Quaternion.identity);
        mDeathPS       = Instantiate(GameManager.sSingleton.deathPS, Vector3.zero, Quaternion.identity);

        mLinkFlame = Instantiate(GameManager.sSingleton.linkFlamePS, Vector3.zero, Quaternion.identity);
        mLinkFlame.transform.position = UIManager.sSingleton.GetLinkBarPos(playerID - 1);
        mLinkFlame.gameObject.SetActive(false);
    }