// Start void Start() { m_Shadow = GetComponent <ShadowCharacter>(); m_PlayerObject = GameObject.FindGameObjectWithTag("Player"); moveSum = m_AttackChance + m_BlockChance + m_PowerUpChance; InitMovePool(); }
// Use this for initialization void Start() { gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); goPlayer = GameObject.FindGameObjectWithTag("Player"); anim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); currentTimeInAssault = 0f; countJumpUntilAssault = 0; isInAssault = false; firstMovementToAssault = false; isTouchFloor = true; isLaunchPowerUp = false; //------------- Colisiones a ignorar. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_ENEMY, true); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; //------------- Creo la sombra del enemigo. shadow = GameObject.Instantiate <GameObject>(shadowPrefabs); ShadowCharacter sc = (ShadowCharacter)shadow.GetComponent("ShadowCharacter"); sc.characterToFollow = gameObject; }
void Start() { // Lo típico. gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); goPlayer = GameObject.FindGameObjectWithTag("Player"); player = (Player)goPlayer.GetComponent("Player"); anim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); isTouchFloor = true; currentTimeLaunchMine = 0f; //------------- Colisiones a ignorar. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_ENEMY, true); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; //------------- Creo la sombra del enemigo. shadow = GameObject.Instantiate <GameObject>(shadowPrefabs); ShadowCharacter sc = (ShadowCharacter)shadow.GetComponent("ShadowCharacter"); sc.characterToFollow = gameObject; // Creamos estrategias e inicializamos variables asociadas a las mismas. strategies = new Strategy[] { new StopStrategy(1f, this), new StopStrategy(0.5f, this), new JumpStrategy(-1f, this), new CallEnemiesStrategy(-1f, this), new FlyTypeZ(-1f, this), new AssaultStrategy(-1, this), new StopStrategy(2f, this) }; indexCurrentStrategy = 0; isIn23 = true; isIn13 = false; currentJump = 0; maxLife = currentLife; // Como al inicio estamos en idle (y no en RUN o JUMP), activo las manos, desactivo el boss. enableHands(true); isActive = false; // No está parpadeando en rojo al inicio. currentTimeBlink = 0; isInRedColor = false; isBlinkInRed = false; // Desactivo colisiones que no necesito. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS, UserInterfaceGraphics.LAYER_ENEMY_SHOOT, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS, UserInterfaceGraphics.LAYER_POWER_UP, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS_HANDS, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS_HANDS, UserInterfaceGraphics.LAYER_ENEMY_SHOOT, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS_HANDS, UserInterfaceGraphics.LAYER_POWER_UP, true); }
// Use this for initialization void Start() { gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); goPlayer = GameObject.FindGameObjectWithTag("Player"); player = (Player)goPlayer.GetComponent("Player"); anim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); isLookingToRight = true; isInAttackMode = false; timeToAttack = 0; timeInAttack = TIME_IN_ATTACK; //------------- Colisiones a ignorar. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_ENEMY, true); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; //------------- Creo la sombra del enemigo. shadow = GameObject.Instantiate <GameObject>(shadowPrefabs); ShadowCharacter sc = (ShadowCharacter)shadow.GetComponent("ShadowCharacter"); sc.characterToFollow = gameObject; }