//Player Touches Enemy private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Enemy")) { deaths++; shaker.GetComponent <Shake>().ShakeObj(); Destroy(ripple); Destroy(physicalCollider); Destroy(this); PlayerPrefs.SetFloat("Score", scorenumber); if (scorenumber > highScore) { highScore = scorenumber; PlayerPrefs.SetFloat("Highscore", scorenumber); } Debug.Log(PlayerPrefs.GetFloat("Score")); Debug.Log(PlayerPrefs.GetFloat("Highscore")); Time.timeScale = 0; gameOverCanvas.gameObject.SetActive(true); finalScoreDisplay.text = scorenumber.ToString(); highScoreDisplay.text = highScore.ToString(); Debug.Log(deaths); PlayerPrefs.SetFloat("Deaths", deaths); deathPref = PlayerPrefs.GetFloat("Deaths"); if (deathPref >= 1) { deaths = 0; PlayerPrefs.SetFloat("Deaths", 0); Debug.Log("Playing Ad"); if (this.AD.IsLoaded()) { this.AD.Show(); } } } }
private void Start() { _monster.Clear(); states = GetComponent <StateManager>(); states.Init(); playerHP = states._hp; playerMaxHP = states._maxHp; playerHP--; camManager = CameraManager.singleton; camManager.Init(this.transform); anim1 = GameObject.Find("PC_Rig").GetComponentInChildren <Animator>(); anim2 = GameObject.Find("Luda").GetComponentInChildren <Animator>(); anim1.gameObject.SetActive(true); anim2.gameObject.SetActive(false); //변신전후모델링교체 //Normal = GameObject.Find("Normal").GetComponentInChildren<Transform>(); //Special = GameObject.Find("Special").GetComponentInChildren<Transform>(); //Normal.gameObject.SetActive(true); //Special.gameObject.SetActive(false); shake = GameObject.Find("CameraRig").GetComponent <Shake>(); maincamera = GameObject.Find("mainCam").GetComponent <Camera>(); followCam = shake.GetComponent <FollowCam>(); isAttackOne = false; isAttackTwo = false; isCantMove = false; isFever = false; anim1.avatar.name = "PC_RigAvatar"; Attack_Capsule = GameObject.FindGameObjectWithTag("Weapon").GetComponent <CapsuleCollider>(); try { } catch { } ball1 = anim1.GetComponentInChildren <SphereCollider>(); //ball1.gameObject.SetActive(false); // ballStartPos = GameObject.Find("BallStartPos").GetComponent<Transform>(); try { Skill1_CoolTime = GameObject.Find("Skill1_CoolTime").GetComponent <Image>(); Skill1_CoolTime.fillAmount = 1f; Skill1_CoolTime.gameObject.SetActive(false); } catch { } try { Special_Gauge = GameObject.Find("Special_Gauge").GetComponent <Image>(); Special_Gauge.fillAmount = 0; Special_Gauge.gameObject.SetActive(true); } catch { } isInputLock = false; //1~3타 애니의 재생 길이 attackOne = AnimationLength("PC_Attack_001"); attackTwo = AnimationLength("PC_Attack_002"); attackThree = AnimationLength("PC_Attack_003"); backOne = AnimationLength("PC_Attack_Back_001"); jumpSpecial = AnimationLength("PC_Transform_001"); //backTwo = AnimationLength("PC_Attack_Back_002"); }
//public float clip1, clip2; private void Start() { SetState(startState); _isinit = true; bloom.active = true; bloom.enabled.Override(true); bloom.enabled = new BoolParameter() { value = true, overrideState = false }; vignette.active = true; vignette.enabled.Override(true); vignette.enabled = new BoolParameter() { value = true, overrideState = true }; vignette.mode.overrideState = true; vignette.color.overrideState = true; vignette.mask.overrideState = true; vignette.opacity.overrideState = true; parameter = vignette.mode; parameter.value = VignetteMode.Masked; vignette.color.value = new Color(102, 0, 153, 30); Concent.overrideState = true; Concent.defaultState = TextureParameterDefault.White; vignette.mask.value = Concent.value; vignette.opacity.value = 0f; normalTimer = Stat.transDuration; gaugePerSecond = 100.0f / normalTimer; //clip1 = AnimationClipChange("PC_Anim_Attack_003_2"); _attack1Time = AnimationLength("PC_Anim_Attack_001") / 1.5f; _attack2Time = AnimationLength("PC_Anim_Attack_002") / 1.8f; _attack3Time = AnimationLength("PC_Anim_Attack_003_2") / 1.5f; _attackBack1 = AnimationLength("PC_Anim_Attack_Back_001") / 1.3f; _attackBack2 = AnimationLength("PC_Anim_Attack_Back_002") / 1.3f; _specialAnim = AnimationLength("PC_Anim_Transform_001"); _skill2Time = AnimationLength("PC_Anim_Skill_002"); _skill3Time = AnimationLength("PC_Anim_Skill_003"); isAttackOne = false; isAttackTwo = false; isAttackThree = false; for (int i = 0; i < 5; i++) { Skill1_Effects[i].SetActive(false); Skill1_Shoots[i].SetActive(false); Skill1_Special_Effects[i].SetActive(false); Skill1_Special_Shoots[i].SetActive(false); } //camManager = CameraManager.singleton; //camManager.Init(this.transform); shake = GameObject.Find("CameraRig").GetComponent <Shake>(); mainCamera = GameObject.Find("mainCam").GetComponent <Camera>(); followCam = shake.GetComponent <FollowCam>(); Skill1CTime = Stat.skillCTime[0]; Skill2CTime = Stat.skillCTime[1]; Skill3CTime = Stat.skillCTime[2]; for (int i = 0; i < Shields.Count; i++) { Shields[i].SetActive(false); } }