Inheritance: MonoBehaviour
示例#1
0
 // Use this for initialization
 void Start()
 {
     health = 5;
     inv = 0;
     pMove = GetComponent<MoveTest> ();
     anim = GetComponent<Animator> ();
 }
示例#2
0
 // Use this for initialization
 void Start()
 {
     p = GameObject.Find ("Player");
     pStats = p.GetComponent<PlayerStats> ();
     pMove = p.GetComponent<MoveTest> ();
     pAttack = p.GetComponent<PlayerAttack> ();
     isAlive = true;
 }
 // Use this for initialization
 void Start()
 {
     comboTime1 = 0.0f;
     combo = 0;
     pMove = GetComponent<MoveTest> ();
     fire = wind = elec = false;
     playr = GameObject.FindGameObjectWithTag ("Player");
     stats = playr.GetComponent<PlayerStats> ();
     beatTrack = 0;
 }
示例#4
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文件: GUITest.cs 项目: sirerr/Pixel
 void Awake()
 {
     cubeScript = cube.GetComponent<MoveTest>();
     bookScript = book.GetComponent<BookMove>();
     foodScript = food.GetComponent<FoodMove>();
     foodScript.mainScipt = this;
     cubeAnim = cube.GetComponentInChildren<Animation>();
     foreach (AnimationState state in cubeAnim) {
         state.speed = 0.5f;
     }
 }
 // Start is called before the first frame update
 void Start()
 {
     Player_1 = GameObject.Find("Player_1");
     Player_2 = GameObject.Find("Player_2");
     Player_3 = GameObject.Find("Player_3");
     Player_4 = GameObject.Find("Player_4");
     script_1 = Player_1.GetComponent <MoveTest>();
     script_2 = Player_2.GetComponent <MoveTest>();
     script_3 = Player_3.GetComponent <MoveTest>();
     script_4 = Player_4.GetComponent <MoveTest>();
 }
示例#6
0
    // Use this for initialization
    void Start()
    {
        maxDist = 3.0f;
        startX = transform.position.x;
        startY = transform.position.y;
        startZ = transform.position.z;
        p = GameObject.Find ("Player");
        pMove = p.GetComponent<MoveTest> ();
        pAttack = p.GetComponent<PlayerAttack> ();

        if (pMove.isRight == 1)
            dir = 1;
        if (pMove.isRight == -1)
            dir = -1;
    }
示例#7
0
 // Use this for initialization
 void Start()
 {
     comboTime1 = 0.0f;
     combo = 0;
     pMove = GetComponent<MoveTest> ();
     if (Application.loadedLevel == 1) {
         fire = wind = elec = false;
         ult1 = ult2 = ult3 = false;
     }
     isAttacking = false;
     barrier.SetActive (false);
     //rhythm meter declaration
     p = GameObject.FindGameObjectWithTag ("Player");
     stats = p.GetComponent<PlayerStats> ();
     beatTrack = 0;
 }
示例#8
0
    void OnTriggerEnter(Collider other)
    {
        if (other.tag != "Enemy")
        {
            return;
        }
        Enemy_Move_Scripts             = other.GetComponent <MoveTest>();
        Enemy_Move_Scripts.Is_Velocity = false;//적의 움직임을 중단시킨다.
        Rigidbody rb = other.GetComponent <Rigidbody>();

        Enemy_rb    = rb;
        rb.velocity = Vector3.zero;
        Enemy_rb.AddExplosionForce(500f, transform.position, 5f);
        Debug.Log("aaa");
        Knock_back_col.enabled = false;

        //여기서 코루틴 써서 0.5초올라가고 0.5초기절후 다시 내려오는걸로
        StartCoroutine(After_Collider());
    }
示例#9
0
    private void Prepare(Collider other)
    {
        Is_Start = true;                             //시작상태로 변경

        Enemy = other;                               //콜라이더에 들어온 것을 에너미로 지정

        Enemy_rb = other.GetComponent <Rigidbody>(); //집어온 것의 리지드바디 가져오기

        //임시적인 에너미의 움직임스크립트 가져오기
        Enemy_Move_Scripts = other.GetComponent <MoveTest>();

        //만일 에너미에 에너미 무브스크립트가 없었다면 여기서 거름
        if (Enemy_Move_Scripts == null)
        {
            return;
        }

        //잡힌 에너미의 속도 없애기
        Enemy_Move_Scripts.Is_Velocity = false;
        Enemy_rb.velocity = Vector3.zero;

        //자식으로 달기
        Enemy_rb.transform.SetParent(transform);
    }
示例#10
0
	// Use this for initialization
	void Start () {
		p = GameObject.Find ("Player");
		pStats = p.GetComponent<PlayerStats> ();
		pMove = p.GetComponent<MoveTest> ();
	}
示例#11
0
 // Start is called before the first frame update
 void Awake()
 {
     instance = this;
 }