private EnemyCreator enemy_creator = null; // 방해 캐릭터 크리에이터. // ================================================================ // // MonoBehaviour에서 상속. void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); // this.last_block.is_created = false; this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.level_data_text); this.player.level_control = this.level_control; // this.game_root = this.gameObject.GetComponent <GameRoot>(); this.block_creator = this.gameObject.GetComponent <BlockCreator>(); this.coin_creator = this.gameObject.GetComponent <CoinCreator>(); this.enemy_creator = this.gameObject.GetComponent <EnemyCreator>(); this.block_creator.map_creator = this; this.coin_creator.map_creator = this; this.enemy_creator.map_creator = this; // this.create_floor_block(); }
private void Start() { nrOfCreatedCells = 0; w = blockPrefab.GetComponent <Renderer>().bounds.size.x; // width of a block visitedCellsTable = new Hashtable(); coinCreator = coinHolder.GetComponent <CoinCreator>(); scoreChanger = GameObject.FindGameObjectWithTag("ScoreMaster").GetComponent <ScoreChanger>(); }
// Use this for initialization void Start() { Ground = GameObject.Find("Ground"); cc = GameObject.Find("CoinCreator").GetComponent <CoinCreator>(); ec = GameObject.Find("Enemy").GetComponent <EnemyCreato>(); ic = GameObject.Find("ItemBox").GetComponent <ItemCreator>(); }
private void Start() { coinCreator = GameObject.FindGameObjectWithTag("CoinHolder").GetComponent <CoinCreator>(); camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); coinSign = GameObject.FindGameObjectWithTag("CoinSign"); fireWorksParticelSystem = fireworksPrefab.GetComponent <ParticleSystem>(); audioSource = GetComponent <AudioSource>(); }
/// <summary> /// 回到起始点 /// </summary> void BackToStart() { float yPosOffset = Random.Range(3, 20) * 0.1f; //随机高度偏移 float xPosOffset = Random.Range(5, 15) * 0.1f; //随机水平偏移 groundTranform.position = start.position + new Vector3(xPosOffset, yPosOffset, 0); // 随机生成金币 CoinCreator.RandomCreate(groundTranform.position); }
// ================================================================ // // MonoBehaviour에서 상속. void Start() { this.next_step = STEP.RUN; this.current_speed = SPEED_MIN; this.score_control = ScoreControl.getInstance(); this.coin_creator = CoinCreator.getInstance(); this.anim_player = this.transform.GetComponentInChildren <Animation>(); //motion. this.sound_control = GameObject.Find("SoundRoot").GetComponent <SoundControl>(); }
// Start is called before the first frame update void Awake() { // Find our coin creator. coinCreator = FindObjectOfType <CoinCreator>(); // Get the length of the platform that we are about to generate. // we will first need to grab our global object pool and see if they are a platform. // we can do this by determining if they have a box collider or not. // if they do, we are going to increment an int that we will then use in determining platform length. int platformAmount = 0; gp.CreatePool(); for (int i = 0; i < gp.pooledWorldObjects.Count; i++) { if (gp.pooledWorldObjects[i].GetComponent <BoxCollider2D>()) { platformAmount++; } } platformWidths = new float[platformAmount]; // For every object in our platform object pools, we are going to set the corresponding array index // within 'platformWidths' to be that of the platform we are looking at. for (int i = 0; i < gp.pooledWorldObjects.Count; i++) { if (gp.pooledWorldObjects[i].tag != "KillVolume" && gp.pooledWorldObjects[i].tag != "Coin" && gp.pooledWorldObjects[i].tag != "PowerUp") { platformWidths[i] = gp.pooledWorldObjects[i].GetComponent <BoxCollider2D>().size.x; } } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; }
// ================================================================ // // MonoBehaviour からの継承. void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>(); // this.last_block.is_created = false; this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.level_data_text); this.player.level_control = this.level_control; // this.game_root = this.gameObject.GetComponent<GameRoot>(); this.block_creator = this.gameObject.GetComponent<BlockCreator>(); this.coin_creator = this.gameObject.GetComponent<CoinCreator>(); this.enemy_creator = this.gameObject.GetComponent<EnemyCreator>(); this.block_creator.map_creator = this; this.coin_creator.map_creator = this; this.enemy_creator.map_creator = this; // this.create_floor_block(); }
public MapCreator map_creator = null; // 맵 크리에이터. // ================================================================ // public static CoinCreator getInstance() { CoinCreator coin_creator = GameObject.FindGameObjectWithTag("Game Root").GetComponent <CoinCreator>(); return(coin_creator); }
// ================================================================ // // MonoBehaviour에서 상속. void Start() { this.next_step = STEP.RUN; this.current_speed = SPEED_MIN; this.score_control = ScoreControl.getInstance(); this.coin_creator = CoinCreator.getInstance(); this.anim_player = this.transform.GetComponentInChildren<Animation>(); //motion. this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>(); }