// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { char_count CharacterCount = GameObject.Find("char_count").GetComponent <char_count> (); CharacterCount.full_cnt(); //Destroy (GameObject.Find ("Player")); int stageNumber = animator.GetInteger("StageNumber"); StageControl StageLoad = GameObject.Find("Manager1").GetComponent <StageControl> (); animator.SetInteger("StageNumber", StageLoad.NextStage(stageNumber)); }
public void Initialize(PlayerModel _player, HpBarCtrl _hpBarCtrl, char_count _characterCount, DOOR _DOOR, IAlphabetQueueHandler _alphabetQueueHandler) { if (_player == null || _hpBarCtrl == null || _characterCount == null) { throw new ArgumentNullException("null at EnemyCollision"); } firstPlayer = _player; HitPoint = _hpBarCtrl; CharacterCount = _characterCount; DoorRefference = _DOOR; alphabetQueueHandler = _alphabetQueueHandler; }
// Use this for initialization void Start() { GameObject player = GameObject.Find("Player"); PlayerModel firstPlayer = player.GetComponent <PlayerModel> (); //FirstPlayer firstPlayer = player.GetComponent<FirstPlayerChild> () as FirstPlayer; HpBarCtrl hpBarCtrl = GameObject.Find("HpBarCtrl").GetComponent <HpBarCtrl> (); char_count characterCount = GameObject.Find("char_count").GetComponent <char_count> ();; DOOR DoorRefference = GameObject.Find("Manager1").GetComponent <SaveDoor>().DOOR.GetComponent <DOOR>(); IAlphabetQueueHandler alphabetQueueHandler = new AlphabetQueueHandler(); Animator playerAnimator = player.GetComponent <Animator> (); playerAnimator.GetBehaviour <InEnemyCollision> ().Initialize(firstPlayer, hpBarCtrl, characterCount, DoorRefference, alphabetQueueHandler); }