示例#1
0
 void Start()
 {
     Camera          = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraMech>();
     CanTurn         = true;
     PlayerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     EnemyRBD        = GetComponent <Rigidbody2D>();
     if (Speed > 0)
     {
         if (CanTurn)
         {
             InvokeRepeating("Walk", 1, Cooldown);
         }
     }
 }
示例#2
0
    // Use this for initialization
    void Start()
    {
        play_foot = false;
        prev_foot = play_foot;
        sounds.PlaySound("wind");
        spawn_pos   = transform.position + new Vector3(0, 10, 0);
        spawn_angle = transform.eulerAngles;

        last_angle = transform;

        UI            = UI_obj.GetComponent <UI>();
        UI_components = UI_obj.GetComponentsInChildren <RectTransform>(true);

        other_player    = other_player_obj.GetComponent <PlayerOnTick>();
        swimming        = false;
        swim_first_time = false;
        playing         = false;
        at_canon        = false;
        show_canon      = false;
        exited          = true;
        entered         = false;
        jumpable        = true;
        boosting        = false;
        trash_count     = 0;
        boost_timer     = 40;

        land_speed  = walk_default;
        water_speed = swim_default;

        cam_cam     = GetComponentInChildren <Camera>();
        default_fov = cam_cam.fieldOfView;

        anim      = GetComponentInChildren <ControlAnim>();
        cam       = GetComponentInChildren <CameraMech>();
        cam_trans = cam.gameObject.transform;
        body_rb   = GetComponent <Rigidbody>();
        feet      = GetComponentInChildren <Grounded>();
        start_pos = transform;

        canon       = canon_obj.GetComponent <CanonMech>();
        canon_trans = canon_obj.GetComponentsInChildren <Transform>(true);

        canon_cam     = canon_trans[6].gameObject;
        canon_cam_cam = canon_cam.GetComponent <Camera>();

        spawn_cam_angle = cam_cam.gameObject.transform.eulerAngles;

        water_level = Water_Layer.transform.position.y;
    }