void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); phy = GetComponent <Rigidbody2D>(); gamecontrol = GameObject.FindGameObjectWithTag("gamecontroltag").GetComponent <gamecontrol>(); sesler = GetComponents <AudioSource>(); highScore = PlayerPrefs.GetInt("highScore"); }
void Start() { PlayerHealth = 10; PeriodSufferDamge = 0; anim = GetComponent <Animator>(); Physics.gravity = new Vector3(0, -10, 0); GameObject controller_object = GameObject.FindGameObjectsWithTag("GameController")[0]; gamecontroller = controller_object.GetComponent <gamecontrol>(); }
// singlton private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
void Start() { gamecontrol = GameObject.FindGameObjectWithTag("oyunkontrol"); control = gamecontrol.GetComponent <gamecontrol>(); }
void Start() { anim = GetComponent <Animator>(); StateIDToActionID = new Dictionary <StateID, Action>() { { StateID.BattleFireBall, Action.FireBall }, { StateID.BattleFallingBall, Action.FallingBall } }; DragonHealth = 20; PeriodSufferDamge = 0; player = GameObject.FindGameObjectsWithTag("CurPlayer")[0]; GameObject controller_object = GameObject.FindGameObjectsWithTag("GameController")[0]; gamecontroller = controller_object.GetComponent <gamecontrol>(); DragonKnowledge = new KnowledgeSystem(); IdleState idle = new IdleState(player, gameObject); idle.AddTransition(Transition.SawPlayer, StateID.BattleRoar); idle.AddTransition(Transition.IdleEnd, StateID.RandomWalk); RandomWalkState walk = new RandomWalkState(player, gameObject); walk.AddTransition(Transition.SawPlayer, StateID.BattleRoar); walk.AddTransition(Transition.WalkEnd, StateID.Idle); BattleRoarState roar = new BattleRoarState(player, gameObject); roar.AddTransition(Transition.Falling, StateID.BattleFallingBall); roar.AddTransition(Transition.Beaten, StateID.BattleBeaten); roar.AddTransition(Transition.FireBall, StateID.BattleFireBall); roar.AddTransition(Transition.FarAway, StateID.BattleRun); BattleFireBallState fireball = new BattleFireBallState(player, gameObject); fireball.AddTransition(Transition.FireBall, StateID.BattleFireBall); fireball.AddTransition(Transition.FarAway, StateID.BattleRun); fireball.AddTransition(Transition.LowHealth, StateID.BattleRetreat); fireball.AddTransition(Transition.Beaten, StateID.BattleBeaten); fireball.AddTransition(Transition.Falling, StateID.BattleFallingBall); BattleRunState run = new BattleRunState(player, gameObject); run.AddTransition(Transition.FireBall, StateID.BattleFireBall); run.AddTransition(Transition.LowHealth, StateID.BattleRetreat); run.AddTransition(Transition.Falling, StateID.BattleFallingBall); BattleRetreatState retreat = new BattleRetreatState(player, gameObject); retreat.AddTransition(Transition.Beaten, StateID.BattleBeaten); BattleBeatenState beaten = new BattleBeatenState(player, gameObject); beaten.AddTransition(Transition.FireBall, StateID.BattleFireBall); beaten.AddTransition(Transition.LowHealth, StateID.BattleRetreat); beaten.AddTransition(Transition.FlyBack, StateID.BattleFlyBack); BattleFlyBackState flyback = new BattleFlyBackState(player, gameObject); flyback.AddTransition(Transition.FireBall, StateID.BattleFireBall); flyback.AddTransition(Transition.Falling, StateID.BattleFallingBall); flyback.AddTransition(Transition.FarAway, StateID.BattleRun); flyback.AddTransition(Transition.Beaten, StateID.BattleBeaten); BattleFallingBall fallingball = new BattleFallingBall(player, gameObject); fallingball.AddTransition(Transition.FireBall, StateID.BattleFireBall); fallingball.AddTransition(Transition.FarAway, StateID.BattleRun); fallingball.AddTransition(Transition.LowHealth, StateID.BattleRetreat); fallingball.AddTransition(Transition.Beaten, StateID.BattleBeaten); fallingball.AddTransition(Transition.Falling, StateID.BattleFallingBall); fsm = new FSMSystem(); fsm.AddState(idle); fsm.AddState(walk); fsm.AddState(roar); fsm.AddState(fireball); fsm.AddState(run); fsm.AddState(retreat); fsm.AddState(beaten); fsm.AddState(flyback); fsm.AddState(fallingball); }