public virtual void Start() { //Resources.LoadAll("", typeof(Sprite)); render = GetComponent <SpriteRenderer>(); m_fcurrentTime = 0; //Init pivot Move IAnimations.InitPivot(ref sprites_Move, floatRight); ////Init pivot Stand IAnimations.InitPivot(ref sprites_Stand, floatRight); ////Init pivot Hit IAnimations.InitPivot(ref sprites_Hit, floatRight); //Init Die IAnimations.InitPivot(ref sprites_Die, floatRight); InitCollider(); m_rigidBody = this.gameObject.AddComponent <Rigidbody2D>(); m_rigidBody.constraints = RigidbodyConstraints2D.FreezeRotation; //Init Time move m_fMaxTimeMove = UnityEngine.Random.Range(2f, 4f); m_fMaxTimeStand = UnityEngine.Random.Range(1f, 3f); //Flip if (!m_isFacingRight) { render.flipX = true; } //Set event die m_attribute.OnDieTrigger += OnDieTrigger; }
public override void Start() { base.Start(); IAnimations.InitPivot(ref sprites_Skill_1, floatRight); IAnimations.InitPivot(ref sprites_Skill_2, floatRight); m_CurrentSkill = sprites_Skill_1; target_Move = Vector2.zero; target_Move = new Vector2(Random.Range((int)m_LstMove[0].position.x, (int)m_LstMove[1].position.x), m_LstMove[0].position.y); m_stages = Stages.Stand; }