示例#1
0
  override public void afterStart() {
    cm = Player.pl.GetComponent<CharacterChangeManager>();

    afterImagePool = new List<GameObject>();
    for (int i = 0; i < afterImageCount; ++i) {
      GameObject obj = (GameObject) Instantiate(afterImagePrefab);
      obj.SetActive(false);
      afterImagePool.Add(obj);
    }
  }
示例#2
0
  void OnEnable() {
    cm = Player.pl.GetComponent<CharacterChangeManager>();

    if (effectName != "") {
      // Player.pl.showEffect(effectName);
    }

    if (changeTo != "") {
      cm.changeCharacterTo(changeTo);
    }

    if (targetScale != 0) {
      originalScale = transform.localScale.x;
      scale = originalScale;
    }

    if (Player.pl.isOnSuperheat()) gameObject.SetActive(false);
  }
示例#3
0
文件: Player.cs 项目: spilist/shoong
  void Start () {
    changeManager = GetComponent<CharacterChangeManager>();
    CharacterManager.cm.changeCharacter(PlayerPrefs.GetString("SelectedCharacter"));

    Vector2 randomV = Random.insideUnitCircle;
    randomV.Normalize();
    direction = new Vector3(randomV.x, 0, randomV.y);
    setDirection(direction);
    speed = baseSpeed;

    rb = transform.parent.GetComponent<Rigidbody>();
    rb.velocity = direction * speed;

    transform.parent.localEulerAngles = new Vector3(0, -ContAngle(Vector3.forward, direction), 0);

    if (DataManager.dm.isBonusStage) bonusFilter.SetActive(true);
	}
示例#4
0
 override public void afterStart() {
   mm.enabled = true;
   cm = Player.pl.GetComponent<CharacterChangeManager>();
 }
示例#5
0
 override public void afterStart() {
   cm = Player.pl.GetComponent<CharacterChangeManager>();
 }