示例#1
0
 void Start()
 {
     dinoController = Dino.GetComponent <DinoController> ();
     if (myTCP.socketReady == false)
     {
         myTCP.setupSocket();
     }
 }
示例#2
0
    // Start is called before the first frame update
    void Start()
    {
        //selectedDinoPrefab = playerSelectColor[playerNumber - 1].selectedDino;

        GameObject p = Instantiate(selectedDinoPrefab, transform);

        p.name = p.name.Remove(p.name.Length - 7, 7);

        dino = GetComponentInChildren <DinoController>();
    }
示例#3
0
    private void OnCollisionEnter2D(Collision2D other)
    {
        if (other.gameObject.tag == "Player")
        {
            DinoController dinoController = other.gameObject.GetComponent <DinoController>();
            switch (type)
            {
            case Type.Shield:
                // TODO: ADD SHIELD ABILITY
                break;

            case Type.Speed:
                // TODO: ADD SPEED ABILITY
                break;

            case Type.Heal:
                dinoController.GainHealth(healthGainAmt);
                break;

            case Type.Weapon1:
                // TODO: ADD WEAPON 1 ABILITY
                break;

            case Type.Weapon2:
                // TODO: ADD WEAPON 2 ABILITY
                break;

            case Type.Weapon3:
                // TODO: ADD WEAPON 3 ABILITY
                break;

            default:
                Debug.Log("No type selected");
                break;
            }
            Destroy(gameObject);
        }
    }
示例#4
0
    // Se ejecuta al inicio de la aplicación
    void Start()
    {
        // Obtenemos puntuación más alta
        Hi = PlayerPrefs.GetInt("hi", 0);          // Si no hay una previa, se regresa 0
        // Iniciamos con marcador en 0
        Points = 0;
        // Ocultamos texto "Game Over"
        GameOverText.position = new Vector3(0, 2.198273f, -200);
        // Actualizamos estado de juego
        isGameOver = false;
        // Almacenamos primera instancia de tiempo
        ActualTime = Time.time;

        // Creamos objetos a partir del Transform Dino
        Animtr = Dino.GetComponent <Animator> ();
        Dinoco = Dino.GetComponent <DinoController> ();

        // Almacenamos velocidad inicial del Dino seteada en su controlador desde el editor
        cacheDinoSpeed = Dinoco.Speed;

        // Descomentar para reiniciar marcadores y logros
        // ResetPrefs ();
    }
 // Start is called before the first frame update
 void Start()
 {
     player = FindObjectOfType <DinoController>();
 }
 void Start()
 {
     parentDino = this.transform.parent.GetComponent <DinoController>();
 }
示例#7
0
 private void Awake()
 {
     Instance = this;
     player   = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity)?.GetComponent <DinoController>();
 }
示例#8
0
 // Start is called before the first frame update
 void Start()
 {
     rb2D     = GetComponent <Rigidbody2D>();
     dino     = GetComponent <DinoController>();
     settings = FindObjectOfType <DinoSettings>();
 }