/*======================*/ // 初期化 /*======================*/ void Awake() { // 初期座標を設定 transform.position = new Vector3(-175.3f, -42.0f, 0.0f); b_JumpFlag = false; b_CameraMoveFlag = false; g_Move = new Move(); g_HP = GetComponent <HP>(); g_HP.SetHP(cf_HPMax); b_AliveFlag = true; an_Mortion = GetComponent <Animator>(); n_MortionState = (int)Mortion.Stay; g_right2D = GetComponent <Rigidbody2D>(); n_LeftRightFlag = (int)Direction.Right; g_Damege = GameObject.Find("DamageEffect"); g_DamegeScript = g_Damege.GetComponent <FlushController>(); g_Jump = GameObject.Find("Jump_Effect"); je_Effect = g_Jump.GetComponent <JumpEffect>(); g_Jump.SetActive(false); as_Sound = GetComponents <AudioSource>(); }
void SettleMiscValues() { myJE = GetComponent <JumpEffect>(); myGameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); myGameController.whichTile = whichTile; myEndGoal = myEndGoalTransform.position.x; }
// Start is called before the first frame update void Start() { t = 0f; startPos = transform.position; sprite = transform.Find("Sprite"); origScale = sprite.localScale; JumpEffect effect = GetComponent <JumpEffect>(); effect.duration = duration; effect.PlayEffect(); }
private void Start() { controller = GetComponent <Controller2D>(); platformManager = FindObjectOfType <PlatformManager>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); audioSource = GetComponent <AudioSource>(); anim = GetComponentInChildren <Animator>(); jumpEffect = GetComponent <JumpEffect>(); input = GetComponent <PlayerInput>(); }
void GrabStats() { //player = GameObject.FindGameObjectWithTag("Player"); myMS = player.GetComponent <MovementStats>(); myJE = myMS.myJE; whatIsGround = myMS.whatIsGround; jumpForce = myMS.jumpForce; jumpTime = myMS.jumpTime; myMoveSpeed = myMS.myMoveSpeed; myPM = myMS.myPhysMaterial; origFriction = myPM.friction; playerCol = player.GetComponent <Collider2D>(); canJump = myMS.canJump; gCheck = groundChecker.GetComponent <CapsuleCollider2D>(); //sets the jumpCounter to whatever we set our jumptime to in the editor jumpTimeCounter = jumpTime; myRB = player.GetComponent <Rigidbody2D>(); myPM = myMS.myPhysMaterial; }