void Start() { this.rb2d = GetComponent <Rigidbody2D>(); this.cG = gameObject.AddComponent <CheckGround>(); this.spriteRenderer = GetComponent <SpriteRenderer>(); this.animator = GetComponent <Animator>(); }
void Awake() { //CHILDREN GameObject PushBoxes = gameObject.transform.Find("PushBoxes").gameObject; GameObject HurtBoxes = gameObject.transform.Find("HurtBoxes").gameObject; GameObject CheckGround = gameObject.transform.Find("CheckGround").gameObject; GameObject HurtBoxHigh = HurtBoxes.transform.Find("HurtBoxHigh").gameObject; GameObject HurtBoxMid = HurtBoxes.transform.Find("HurtBoxMid").gameObject; GameObject HurtBoxLow = HurtBoxes.transform.Find("HurtBoxLow").gameObject; //COMPONENTS rigidBody = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); pushBox = PushBoxes.GetComponent <BoxCollider2D>(); pushBoxHead = PushBoxes.GetComponent <CircleCollider2D>(); hurtBoxHigh = HurtBoxHigh.GetComponent <BoxCollider2D>(); hurtBoxMid = HurtBoxMid.GetComponent <BoxCollider2D>(); hurtBoxLow = HurtBoxLow.GetComponent <BoxCollider2D>(); //SCRIPTS CheckGroundScript = CheckGround.GetComponent <CheckGround>(); CheckHitAllScript = HurtBoxes.GetComponent <CheckHitAll>(); //VARIABLES life = 9; moveSpeed = 5f; knockBack = 5000f; isGrounded = false; isHurt = false; isFacingRight = false; }
// Use this for initialization public override void Start() { base.Start(); headPos = head.transform.localPosition; _checkGround = GetComponent <CheckGround>(); }
private void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); rigidbody2D = GetComponent <Rigidbody2D>(); if (GetComponent <CheckGround>() != null) { checkGround = GetComponent <CheckGround>(); } }
void Awake() { rgdBody = GetComponent <Rigidbody>(); checkGround = GetComponent <CheckGround>(); jumping = false; stuned = false; SetEquipmentWeight(); actualSpeed = speed; }
void HandleInput() { if (Input.GetAxis("Fire2") > 0) { Vector3 pos = SelectPositon(Input.mousePosition); // instantiate event? Order(pos); unitSelector.transform.position = pos; } if (Input.GetAxis("Fire1") > 0) { //Debug.Log("selecting"); CreateUnitSelection(Input.mousePosition); if (buildingAction == true) { //Place building PlaceBuilding placeBuilding = mineBuilding.gameObject.GetComponent <PlaceBuilding>(); CheckGround checkGround = mineBuilding.gameObject.GetComponent <CheckGround>(); //Check if building can be placed if (checkGround.CheckSocket() == true && checkGround.CheckType() != BlockType.Regular) { placeBuilding.placingBuilding = false; buildingAction = false; checkGround.SetSocket(false); } } } else { // mouse was let go, reset if (selectionStarted) { CreateSelection(); } selectionStarted = false; // CollectUnits(); store units in list? } if (Input.GetKeyUp("b")) { //If no building action is in progress, enable placing mode if (buildingAction == false) { GameObject buildings = GameObject.Find("Buildings"); mineBuilding = Instantiate(minePrefab.transform, buildings.transform); buildingAction = true; } } }
private void Start() { _checkGround = GetComponent <CheckGround>(); // ジャンプ入力 this.UpdateAsObservable() .Select(_ => _jumpFlg == true) .Subscribe(onJumpButtonSubject); // 移動入力 this.UpdateAsObservable() .Select(_ => _advanceFlg == true) .Subscribe(x => { isMovingRP.SetValueAndForceNotify(x); }); }
void Start() { body = GetComponent <Rigidbody2D>(); if (body) { body.freezeRotation = true; } gun = this.transform.Find("Gun").gameObject; gunStuff = gun.GetComponent <BasicGunProperties>(); checkGround = jumpTrigger.GetComponent <CheckGround>(); currentState = grounded; speed = defaultSpeed; runAnim = breed.GetComponent <Animator>(); }
void Start() { anim = GetComponent <Animator>(); cG = gameObject.GetComponent <CheckGround>(); }
void Start() { cG = GameObject.FindGameObjectWithTag("Player").GetComponent <CheckGround>(); Repel = GameObject.FindGameObjectWithTag("Respawn"); Quad = GameObject.FindGameObjectWithTag("Player"); }
// Use this for initialization public override void Start() { base.Start(); fric = GetComponent <ApplyFriction>(); checkGround = GetComponent <CheckGround>(); }
public bool yable = true; //y方向移动是否自主 // Start is called before the first frame update void Start() { ri = gameObject.GetComponent <Rigidbody2D>(); checkground = gameObject.GetComponentInChildren <CheckGround>(); }
public override void Start() { base.Start(); checkGround = this.GetComponent <CheckGround>(); }
private void Start() { stateManager = GetComponent <MarioStateManager>(); checkGround = GetComponent <CheckGround>(); }
void Start() { anim = GetComponent <Animator>(); cG = GameObject.FindGameObjectWithTag("Player").GetComponent <CheckGround>(); }
private void Awake() { pc = GetComponent <PlayerController>(); cg = GetComponentInChildren <CheckGround>(); }
// Use this for initialization void Start() { cg = monster.GetComponent <CheckGround> (); jumpForce = monster.GetComponent <Monster> ().jumpForce - 5; }
// Start is called before the first frame update private void Awake() { rigidbody = GetComponent <Rigidbody2D>(); marioStateManager = GetComponent <MarioStateManager>(); checkGround = GetComponent <CheckGround>(); }