public void ReturnHeart(PlayerHeart heart) { if (heart.curState == PlayerHeart.state.idel) { rentingQueue.Enqueue(heart); } }
public void RotateStart() { isPlaying = true; detectShot = true; curState = state.onPlatform; float random = Random.Range(0.2f, 0.6f); fish.transform.DOLocalMoveX(-0.5f, 0.2f); root.DOLocalRotate(new Vector3(0, 0, 90f), 0.2f); if (random < 0.5f) { rentingHeart = mgr.heartController.GetPathTarget(); if (rentingHeart != null) { delayTween = DOVirtual.DelayedCall(random, JumpingDown); } else { delayTween = DOVirtual.DelayedCall(random, RotateBack); } } else { delayTween = DOVirtual.DelayedCall(random, RotateBack); } }
private void Start() { current = this; box2D = GetComponent <BoxCollider2D>(); playerLayer = this.gameObject.layer; enemyLayer = LayerMask.NameToLayer("Enemy"); Physics2D.IgnoreLayerCollision(playerLayer, enemyLayer, false); //ไม่สน collision ชั่วขณะ }
void Start() { scoreManager = FindObjectOfType <ScoreManager>(); playerHeart = FindObjectOfType <PlayerHeart>(); teleport = FindObjectOfType <Teleport>(); currentHealth = maxHealth; animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); playerMain = GameObject.FindGameObjectWithTag("Player"); }
// Use this for initialization void Start () { playerHeart = GameObject.FindObjectOfType<PlayerHeart>(); boomBitch = GetComponent<PointEffector2D>(); fireAbilityParticle = GetComponent<ParticleSystem>(); emission = fireAbilityParticle.emission; emission.enabled = false; boomBitch.enabled = false; firePlayer = GameObject.FindObjectOfType<Player>(); fireBall = GameObject.FindObjectOfType<FireBall>(); theGrad = fireAbilityParticle.colorOverLifetime; grads = GetComponent<FlickerGradients>(); }
public void DoTweenCallBack() { isPlaying = false; fish.transform.localPosition = originPos; fish.transform.localEulerAngles = new Vector3(0, 270, 0); Anim.SetInteger("States", Random.Range((int)0, (int)6)); if (rentingHeart != null) { mgr.heartController.ReturnHeart(rentingHeart); rentingHeart = null; } }
private void OnTriggerEnter2D(Collider2D collision) { Enemy enemy = collision.GetComponent <Enemy>(); PlayerHeart plasyer = collision.GetComponent <PlayerHeart>(); if (enemy != null) { enemy.TakeDamage(damage); } if (plasyer != null) { plasyer.PlayerHurt(); } Instantiate(imapctEffect, transform.position, transform.rotation); Destroy(gameObject); }
void Awake() { rb = GetComponent <Rigidbody2D>(); groundCheck = GameObject.FindGameObjectWithTag("GroundCheck").transform; playerHeart = gameObject.GetComponent <PlayerHeart>(); }
void Start() { playerHeart = FindObjectOfType <PlayerHeart>(); player = GameObject.FindGameObjectWithTag("Player").transform; target = new Vector2(player.position.x, player.position.y); }
void Start() { lastPos = transform.position; playerHeart = FindObjectOfType <PlayerHeart>(); confiner = FindObjectOfType <Cinemachine.CinemachineConfiner>(); }
void Start() { playerHeart = FindObjectOfType <PlayerHeart>(); }
//hmm...what's this for? void Start() { //when you reload a scene if you don't reset the particles sometimes they //are added or not reset correctly, so...bam, fixed ParticleSystem[] pses = GetComponentsInChildren<ParticleSystem>(); foreach(ParticleSystem ps in pses) { ps.Clear(); } heartSystemScript = FindObjectOfType<PlayerHeart>(); FIREUIScript = FindObjectOfType<FIRE>(); sweetHeart = GameObject.Find("SweetHeartLife"); canLight = false; fireTail = GameObject.Find("FireTail").GetComponent<ParticleSystem>(); makeMeBig = GameObject.Find("IWannaBeBig").GetComponent<ParticleSystem>(); makeMeSmall = GameObject.Find("IWannaBeSmall").GetComponent<ParticleSystem>(); makeMeSmallIfForced = GameObject.Find("SmallForced").GetComponent<ParticleSystem>(); teleportBam = GameObject.Find("TeleportBam").GetComponent<ParticleSystem>(); fireStandard = GameObject.Find("FireAbilityStandard"); flicker = GameObject.Find("Flicker"); flickerGradient = flicker.GetComponent<ParticleSystem>().colorOverLifetime; flickerScript = flicker.GetComponent<FlickerGradients>(); flickerHeart = GameObject.Find("FlickerHeart"); flickerHeartGradient = flickerHeart.GetComponent<ParticleSystem>().colorOverLifetime; flickerHeartScript = flickerHeart.GetComponent<FlickerGradients>(); torchGradient = fireTail.colorOverLifetime; torchScript = fireTail.GetComponent<FlickerGradients>(); explosionGradient = makeMeBig.colorOverLifetime; explosionScript = makeMeBig.GetComponent<FlickerGradients>(); fireEmission = fireTail.emission; fireShape = fireTail.shape; distanceGreatEnough = true; sexyBody = GetComponent<Rigidbody2D>(); unkillAbleDest = true; beatLevelTime = int.MaxValue; hasJoystick = Input.GetJoystickNames().Length > 0; Debug.Log(hasJoystick); SizeFix(); }