private void FirstCreat() { StageChallange stageChallange = GameObject.FindObjectOfType <StageChallange>(); stageChallange.Startevent = true; stageChallange.TimeLineFirstPlay(); }
public override void Intialize(AIGameManger _aIGameManger) { aIGameManger = _aIGameManger; SetObjInfo(); //player = GameObject.Find("Player"); audioController = Role.GetComponent <AudioController>(); //nav = Role.GetComponent<NavMeshAgent>(); //targetPos = Role.transform.GetChild(2).GetComponent<CapsuleCollider>(); //targetPos.transform.parent = null; //ResetTargetPos(targetPos); ModelPrefab = Role.transform.GetChild(1).gameObject; if (Role.transform.Find("Explosion") != null) { Explosion = Role.transform.Find("Explosion").gameObject; } //m_anim = Role.transform.GetChild(1).GetComponent<Animator>(); m_anim = ModelPrefab.GetComponent <Animator>(); m_anim = null; p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; m_aiState = GroupAIState.IDLE; SetValue(); particileControl = Role.GetComponent <ParticileControl>(); Tower = GameObject.FindObjectOfType <StageChallange>().gameObject; stageChallange = GameObject.FindObjectOfType <StageChallange>(); }
public void PassInitialize(AIGameManger _aIGameManger) { aIGameManger = _aIGameManger; SetObjInfo(); ModelPrefab = Role.transform.GetChild(1).gameObject; if (Role.transform.Find("Explosion") != null) { Explosion = Role.transform.Find("Explosion").gameObject; } stageChallange = GameObject.FindObjectOfType <StageChallange>(); //audioController = Role.GetComponent<AudioController>(); p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; p_health.currenthp -= 999; m_aiState = GroupAIState.DEAD; //SetValue(); particileControl = Role.GetComponent <ParticileControl>(); MotionCollapse(); }
public void GetCureInfo() { StageChallange stageChallange = GameObject.FindObjectOfType <StageChallange>(); if (!stageChallange.IsPass) { PassStage = 0; if (stageChallange.PassChallange >= stageChallange.totalChallange - 1) { PassStage = stageChallange.totalChallange - 1; IsCureFinish = true; } else { PassStage = stageChallange.PassChallange; } } else { PassStage = stageChallange.totalChallange - 1; IsCureFinish = true; } }
// Use this for initialization public void Initinal(int stageNum, LoadAndSave _PlayerData, StageChallange stageChallange, AIGameManger _aIGameManger) { ////aIStateController = new AIStateController(); //m_Controller = new AvaterController(); ////m_Controller = new CharacterControlMove(); ////m_Controller.Player = GameObject.Find("Player"); //m_Controller.Player =GameObject.Instantiate( Resources.Load<GameObject>("Player"), _PlayerData.m_datainfolist.playerdata.LastPos,Quaternion.identity); //m_Controller.Player.name = "Player"; //m_Controller.Initialized(); //m_Controller.Player.GetComponent<NewPlayerController>().maogame = this; //m_Controller.Player.GetComponent<NewPlayerController>()._data = _PlayerData; //TurnStage = false; //GameObject.FindObjectOfType<CameraFollow>().Player = m_Controller.Player; //if(!_PlayerData.m_datainfolist.stageData.Pass) //{ // //creat door or sendmessange to scene obj // GameObject.FindObjectOfType<StageChallange>().Initialized(_aIGameManger,_PlayerData); //} //else //{ // // // GameObject.FindObjectOfType<StageChallange>().PassInitialized(_aIGameManger,_PlayerData); //} //if(GameObject.FindObjectOfType<teach>() != null) //{ // GameObject.FindObjectOfType<teach>().Player = m_Controller.Player; //} ////------ //TreeManger treeManger = GameObject.FindObjectOfType<TreeManger>(); //treeManger.Initialized(_PlayerData,m_Controller.Player.transform); //if(GameObject.FindObjectOfType<NewMiniMap>()!=null) //{ // NewMiniMap minimap = GameObject.FindObjectOfType<NewMiniMap>(); // minimap.InitializedMapRange(m_Controller.Player); //} //aIStateController = new AIStateController(); //Player = GameObject.Instantiate(Resources.Load<GameObject>("Player"), _PlayerData.m_datainfolist.playerdata.LastPos, Quaternion.identity); Player = GameObject.FindGameObjectWithTag("Player"); Player.name = "Player"; Player.GetComponent <NewPlayerController>().maogame = this; Player.GetComponent <NewPlayerController>()._data = _PlayerData; TurnStage = false; GameObject.FindObjectOfType <CameraFollow>().Player = Player; if (!_PlayerData.m_datainfolist.stageData.Pass) { //creat door or sendmessange to scene obj GameObject.FindObjectOfType <StageChallange>().Initialized(_aIGameManger, _PlayerData); } else { // GameObject.FindObjectOfType <StageChallange>().PassInitialized(_aIGameManger, _PlayerData); Player.transform.position = _PlayerData.m_datainfolist.playerdata.LastPos; } if (GameObject.FindObjectOfType <teach>() != null) { GameObject.FindObjectOfType <teach>().Player = Player; } //------ TreeManger treeManger = GameObject.FindObjectOfType <TreeManger>(); treeManger.Initialized(_PlayerData, Player.transform); if (GameObject.FindObjectOfType <NewMiniMap>() != null) { NewMiniMap minimap = GameObject.FindObjectOfType <NewMiniMap>(); minimap.InitializedMapRange(Player); } }