void Start() { //魔法管理 magicMaster = FindObjectOfType <MagicMaster>(); targetCursor = FindObjectOfType <TargetCursor>(); camera = FindObjectOfType <FollowCamera>(); }
// Use this for initialization void Start() { backButton = GameObject.Find("BackButton").GetComponent <Button>(); backButton.onClick.AddListener(ToggleSkillMenu); cancelButton = GameObject.Find("CancelButton").GetComponent <Button> (); cancelButton.onClick.AddListener(CancelAction); //skillButton = GameObject.FindGameObjectsWithTag ("Skill"); skillButton = new GameObject[6]; skillButton [0] = GameObject.Find("Skill1Button"); skillButton [1] = GameObject.Find("Skill2Button"); skillButton [2] = GameObject.Find("Skill3Button"); skillButton [3] = GameObject.Find("Skill4Button"); skillButton [4] = GameObject.Find("Skill5Button"); skillButton [5] = GameObject.Find("Skill6Button"); skillMenu = GameObject.Find("SkillButton").GetComponent <Button>(); skillMenu.onClick.AddListener(ToggleSkillMenu); pageNextButton = GameObject.Find("PageNextButton").GetComponent <Button> (); //pageNextButton.onClick.AddListener (()=>ToggleVisibleSkills (1)); pageBackButton = GameObject.Find("PageBackButton").GetComponent <Button> (); //pageBackButton.onClick.AddListener (()=>ToggleVisibleSkills (2)); phasePanel = GameObject.Find("PhasePanel").GetComponentInChildren <Image> (); phaseText = GameObject.Find("PhasePanel").GetComponentInChildren <Text> (); actionPanel = GameObject.Find("ActionPanel").GetComponent <Image>(); actionText = GameObject.Find("ActionPanel").GetComponentInChildren <Text>(); actionButtons = new ButtonsUI[skillButton.Length + 2]; actionButtons [0] = GameObject.Find("ThrowButton").GetComponent <ButtonsUI> (); actionButtons [1] = GameObject.Find("CatchButton").GetComponent <ButtonsUI> (); for (int i = 0; i < skillButton.Length; i++) { actionButtons [i + 2] = skillButton [i].GetComponent <ButtonsUI> (); } openMenu = 0; tCursors = GameObject.Find("TargetCursors").GetComponent <TargetCursor> (); CM = GameObject.Find("CombatManager").GetComponent <CombatManager> (); }
void Start() { this.gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); this.status = this.GetComponent <CharacterStatus>(); this.charaAnimation = this.GetComponent <CharaAnimation>(); this.inputManager = FindObjectOfType <InputManager>(); this.targetCursor = FindObjectOfType <TargetCursor>(); this.targetCursor.SetPosition(this.transform.position); this.deathSeAudio = this.gameObject.AddComponent <AudioSource>(); this.deathSeAudio.clip = this.deathSeClip; this.deathSeAudio.loop = false; // Assert if (this.gameRuleCtrl == null) { Debug.LogError("Not found 'GameRuleCtrl' object."); } if (this.status == null) { Debug.LogError("Not found 'CharacterStatus' component."); } if (this.charaAnimation == null) { Debug.LogError("Not found 'CharaAnimation' component."); } if (this.inputManager == null) { Debug.LogError("Not found 'InputManager' object."); } }
public GameObject lastBeatEffect; //ラストビートのえふぇくと void Start() { status = this.GetComponent <CharacterStatus>(); charaAnimation = this.GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); camera = FindObjectOfType <FollowCamera>(); //ターゲットマーカー targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); //ジョイスティック joystick = FindObjectOfType <Joystick>(); damageSeAudio = gameObject.AddComponent <AudioSource>(); damageSeAudio.clip = damageSeClip; damageSeAudio.loop = false; damageSeAudio.volume = 0.2f; magicSeAudio = gameObject.AddComponent <AudioSource>(); magicSeAudio.clip = magicSeClip; magicSeAudio.loop = false; magicSeAudio.volume = 0.2f; abilitySeAudio = gameObject.AddComponent <AudioSource>(); abilitySeAudio.clip = abilitySeClip; abilitySeAudio.loop = false; abilitySeAudio.volume = 0.2f; ability2SeAudio = gameObject.AddComponent <AudioSource>(); ability2SeAudio.clip = abilitySeClip; ability2SeAudio.loop = false; ability2SeAudio.volume = 0.2f; ReactLine = status.MaxHP * ReactLine; }
State nextState = State.Walking; // 다음 스테이트. // Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); }
// Use this for initialization void Start() { defaultColor = gameObject.GetComponent <Image> ().color; gameObject.GetComponent <Button> ().onClick.AddListener(ActionSelect); this.GetComponent <Image>().alphaHitTestMinimumThreshold = AlphaThreshold; actionDescription = GameObject.Find("ActionPanel").GetComponentInChildren <Text>(); menuOpen = false; tCursor = GameObject.Find("TargetCursors").GetComponent <TargetCursor> (); CM = GameObject.Find("CombatManager").GetComponent <CombatManager> (); }
private void Awake() { target = GameObject.Find("Target"); targetImage = target.GetComponent <Image>(); cursor = target.GetComponent <TargetCursor>(); enemyList = new List <GameObject>(); enemyList.Add(GameObject.Find("Enemy1")); enemyList.Add(GameObject.Find("Enemy2")); enemyList.Add(GameObject.Find("Enemy3")); }
// Use this for initialization void Start() { status = GetComponent <CharacterStatus>(); charaAnimation = GetComponent <CharaAnimation>(); inputManager = FindObjectOfType <InputManager>(); gameRuleCtrl = FindObjectOfType <GameRuleCtrl>(); targetCursor = FindObjectOfType <TargetCursor>(); targetCursor.SetPosition(transform.position); // 오디오 초기화. deathSeAudio = gameObject.AddComponent <AudioSource>(); deathSeAudio.loop = false; deathSeAudio.clip = deathSeClip; }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); targetCursor = FindObjectOfType<TargetCursor>(); targetCursor.SetPosition(transform.position); }
// Use this for initialization void Start() { status = GetComponent<CharacterStatus>(); charaAnimation = GetComponent<CharaAnimation>(); inputManager = FindObjectOfType<InputManager>(); gameRuleCtrl = FindObjectOfType<GameRuleCtrl>(); targetCursor = FindObjectOfType<TargetCursor>(); targetCursor.SetPosition(transform.position); // 오디오 초기화. deathSeAudio = gameObject.AddComponent<AudioSource>(); deathSeAudio.loop = false; deathSeAudio.clip = deathSeClip; }
void Start() { combatQueue = new Character[6]; CUI = GameObject.Find("CombatUI").GetComponent <CombatUI> (); tCursor = GameObject.Find("TargetCursors").GetComponent <TargetCursor> (); GameObject[] CharUI = new GameObject[3]; GameObject[] EnemyUI = new GameObject[3]; Player = new Character[3]; Enemy = new Character[3]; playerSelect = new Button [3]; enemySelect = new Button [3]; // his block sets up the the characters and character select buttons for (int i = 0; i < 3; i++) { // set up the Character select buttons CharacterSelectUI PlayerSUI = GameObject.Find("Player" + i).GetComponent <CharacterSelectUI> (); CharacterSelectUI EnemySUI = GameObject.Find("Enemy" + i).GetComponent <CharacterSelectUI> (); PlayerSUI.Init(this); EnemySUI.Init(this); // Set up the players Player[i] = GameObject.Find("Character" + i).GetComponent <Character>(); Enemy [i] = GameObject.Find("Character" + (i + 3)).GetComponent <Character> (); Player [i].Init(this, PlayerSUI); Enemy [i].Init(this, EnemySUI); playerSelect [i] = GameObject.Find("Player" + i).GetComponent <Button> (); enemySelect [i] = GameObject.Find("Enemy" + i).GetComponent <Button> (); // Set up each character's UI CharUI [i] = GameObject.Find("CharacterUI" + i); CharUI [i].GetComponent <CharacterUI> ().Init(Player [i]); EnemyUI [i] = GameObject.Find("CharacterUI" + (i + 3)); EnemyUI [i].GetComponent <CharacterUI> ().Init(Enemy [i]); // Set the character's positions to the buttons Player[i].transform.position = new Vector3(playerSelect [i].transform.position.x, playerSelect [i].transform.position.y, 98); Enemy [i].transform.position = new Vector3(enemySelect [i].transform.position.x, enemySelect [i].transform.position.y, 98); } // Get the action buttons and set them up Button[] action = new Button[5]; action [0] = GameObject.Find("ThrowButton").GetComponent <Button> (); action [1] = GameObject.Find("CatchButton").GetComponent <Button> (); action [2] = GameObject.Find("Skill1Button").GetComponent <Button> (); action [3] = GameObject.Find("Skill2Button").GetComponent <Button> (); action [4] = GameObject.Find("Skill3Button").GetComponent <Button> (); for (int i = 0; i < action.Length; i++) { action [i].GetComponent <ButtonsUI> ().CM = this; } // Get text components and the end buttons combatAction = GameObject.Find("CombatAction").GetComponent <Text> (); combatLog = GameObject.Find("CombatLog").GetComponentInChildren <CombatLog> (); //ballsCaught = new System.Collections.Generic.List<bool>(); // This sets up the character's healthbars and sets their allies and enemies internally for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { Player [i].allies [j] = Player [j]; Player [i].enemies [j] = Enemy [j]; Enemy [i].allies [j] = Enemy [j]; Enemy [i].enemies [j] = Player [j]; } } AI = gameObject.GetComponentInChildren <EnemyAI> (); }
/// <summary> /// Compares the character data stored in two different strings based on the /// collation rules. Returns information about whether a string is less /// than, greater than or equal to another string in a language. /// This can be overriden in a subclass. /// </summary> /// <exception cref="NullPointerException"> if <code>source</code> or <code>target</code> is null. </exception> public override int Compare(String source, String target) { lock (this) { if (source == null || target == null) { throw new NullPointerException(); } // The basic algorithm here is that we use CollationElementIterators // to step through both the source and target strings. We compare each // collation element in the source string against the corresponding one // in the target, checking for differences. // // If a difference is found, we set <result> to LESS or GREATER to // indicate whether the source string is less or greater than the target. // // However, it's not that simple. If we find a tertiary difference // (e.g. 'A' vs. 'a') near the beginning of a string, it can be // overridden by a primary difference (e.g. "A" vs. "B") later in // the string. For example, "AA" < "aB", even though 'A' > 'a'. // // To keep track of this, we use strengthResult to keep track of the // strength of the most significant difference that has been found // so far. When we find a difference whose strength is greater than // strengthResult, it overrides the last difference (if any) that // was found. int result = Collator.EQUAL; if (SourceCursor == null) { SourceCursor = GetCollationElementIterator(source); } else { SourceCursor.Text = source; } if (TargetCursor == null) { TargetCursor = GetCollationElementIterator(target); } else { TargetCursor.Text = target; } int sOrder = 0, tOrder = 0; bool initialCheckSecTer = Strength >= Collator.SECONDARY; bool checkSecTer = initialCheckSecTer; bool checkTertiary = Strength >= Collator.TERTIARY; bool gets = true, gett = true; while (true) { // Get the next collation element in each of the strings, unless // we've been requested to skip it. if (gets) { sOrder = SourceCursor.Next(); } else { gets = true; } if (gett) { tOrder = TargetCursor.Next(); } else { gett = true; } // If we've hit the end of one of the strings, jump out of the loop if ((sOrder == CollationElementIterator.NULLORDER) || (tOrder == CollationElementIterator.NULLORDER)) { break; } int pSOrder = CollationElementIterator.PrimaryOrder(sOrder); int pTOrder = CollationElementIterator.PrimaryOrder(tOrder); // If there's no difference at this position, we can skip it if (sOrder == tOrder) { if (Tables_Renamed.FrenchSec && pSOrder != 0) { if (!checkSecTer) { // in french, a secondary difference more to the right is stronger, // so accents have to be checked with each base element checkSecTer = initialCheckSecTer; // but tertiary differences are less important than the first // secondary difference, so checking tertiary remains disabled checkTertiary = false; } } continue; } // Compare primary differences first. if (pSOrder != pTOrder) { if (sOrder == 0) { // The entire source element is ignorable. // Skip to the next source element, but don't fetch another target element. gett = false; continue; } if (tOrder == 0) { gets = false; continue; } // The source and target elements aren't ignorable, but it's still possible // for the primary component of one of the elements to be ignorable.... if (pSOrder == 0) // primary order in source is ignorable { // The source's primary is ignorable, but the target's isn't. We treat ignorables // as a secondary difference, so remember that we found one. if (checkSecTer) { result = Collator.GREATER; // (strength is SECONDARY) checkSecTer = false; } // Skip to the next source element, but don't fetch another target element. gett = false; } else if (pTOrder == 0) { // record differences - see the comment above. if (checkSecTer) { result = Collator.LESS; // (strength is SECONDARY) checkSecTer = false; } // Skip to the next source element, but don't fetch another target element. gets = false; } else { // Neither of the orders is ignorable, and we already know that the primary // orders are different because of the (pSOrder != pTOrder) test above. // Record the difference and stop the comparison. if (pSOrder < pTOrder) { return(Collator.LESS); // (strength is PRIMARY) } else { return(Collator.GREATER); // (strength is PRIMARY) } } } // else of if ( pSOrder != pTOrder ) else { // primary order is the same, but complete order is different. So there // are no base elements at this point, only ignorables (Since the strings are // normalized) if (checkSecTer) { // a secondary or tertiary difference may still matter short secSOrder = CollationElementIterator.SecondaryOrder(sOrder); short secTOrder = CollationElementIterator.SecondaryOrder(tOrder); if (secSOrder != secTOrder) { // there is a secondary difference result = (secSOrder < secTOrder) ? Collator.LESS : Collator.GREATER; // (strength is SECONDARY) checkSecTer = false; // (even in french, only the first secondary difference within // a base character matters) } else { if (checkTertiary) { // a tertiary difference may still matter short terSOrder = CollationElementIterator.TertiaryOrder(sOrder); short terTOrder = CollationElementIterator.TertiaryOrder(tOrder); if (terSOrder != terTOrder) { // there is a tertiary difference result = (terSOrder < terTOrder) ? Collator.LESS : Collator.GREATER; // (strength is TERTIARY) checkTertiary = false; } } } } // if (checkSecTer) } // if ( pSOrder != pTOrder ) } // while() if (sOrder != CollationElementIterator.NULLORDER) { // (tOrder must be CollationElementIterator::NULLORDER, // since this point is only reached when sOrder or tOrder is NULLORDER.) // The source string has more elements, but the target string hasn't. do { if (CollationElementIterator.PrimaryOrder(sOrder) != 0) { // We found an additional non-ignorable base character in the source string. // This is a primary difference, so the source is greater return(Collator.GREATER); // (strength is PRIMARY) } else if (CollationElementIterator.SecondaryOrder(sOrder) != 0) { // Additional secondary elements mean the source string is greater if (checkSecTer) { result = Collator.GREATER; // (strength is SECONDARY) checkSecTer = false; } } } while ((sOrder = SourceCursor.Next()) != CollationElementIterator.NULLORDER); } else if (tOrder != CollationElementIterator.NULLORDER) { // The target string has more elements, but the source string hasn't. do { if (CollationElementIterator.PrimaryOrder(tOrder) != 0) // We found an additional non-ignorable base character in the target string. // This is a primary difference, so the source is less { return(Collator.LESS); // (strength is PRIMARY) } else if (CollationElementIterator.SecondaryOrder(tOrder) != 0) { // Additional secondary elements in the target mean the source string is less if (checkSecTer) { result = Collator.LESS; // (strength is SECONDARY) checkSecTer = false; } } } while ((tOrder = TargetCursor.Next()) != CollationElementIterator.NULLORDER); } // For IDENTICAL comparisons, we use a bitwise character comparison // as a tiebreaker if all else is equal if (result == 0 && Strength == IDENTICAL) { int mode = Decomposition; Normalizer.Form form; if (mode == CANONICAL_DECOMPOSITION) { form = Normalizer.Form.NFD; } else if (mode == FULL_DECOMPOSITION) { form = Normalizer.Form.NFKD; } else { return(source.CompareTo(target)); } String sourceDecomposition = Normalizer.Normalize(source, form); String targetDecomposition = Normalizer.Normalize(target, form); return(sourceDecomposition.CompareTo(targetDecomposition)); } return(result); } }
void Start() { inputManager = FindObjectOfType <InputManager>(); target = targetCursor.GetComponent <TargetCursor>(); }
private void Awake() { instance = this; }