void Start() { sr = GetComponent <SpriteRenderer>(); skillCD = GameObject.Find("SkillButton").GetComponent <SkillCD>(); enemySpawnPool = PoolManager.Pools["Enemy"]; effectSpawnPool = PoolManager.Pools["Effect"]; rooms = GameObject.FindGameObjectsWithTag("Room"); foreach (GameObject r in rooms) { if (Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(r.transform.position.x, r.transform.position.y)) < 170) { room = r.GetComponent <RoomInstance>(); } } if (SceneManager.GetActiveScene().name == "5.Level3") { for (int i = 0; i < 20; i++) { itemLight[i] = GameObject.Find("Lights").transform.GetChild(i).transform.GetChild(0).gameObject; } items = Game.Instance.StaticData.shineItemList; } else { items = Game.Instance.StaticData.itemList; } }
void Start() { sr = GetComponent <SpriteRenderer>(); skillCD = GameObject.Find("SkillButton").GetComponent <SkillCD>(); enemySpawnPool = PoolManager.Pools["Enemy"]; effectSpawnPool = PoolManager.Pools["Effect"]; bulletSpawnPool = PoolManager.Pools["Bullet"]; rooms = GameObject.FindGameObjectsWithTag("Room"); items = Game.Instance.StaticData.itemList; foreach (GameObject r in rooms) { if (Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(r.transform.position.x, r.transform.position.y)) < 170) { room = r.GetComponent <RoomInstance>(); } } firePositionU = transform.FindChild("FirePositionU").GetComponent <Transform>(); firePositionUL = transform.FindChild("FirePositionUL").GetComponent <Transform>(); firePositionL = transform.FindChild("FirePositionL").GetComponent <Transform>(); firePositionDL = transform.FindChild("FirePositionDL").GetComponent <Transform>(); firePositionD = transform.FindChild("FirePositionD").GetComponent <Transform>(); firePositionDR = transform.FindChild("FirePositionDR").GetComponent <Transform>(); firePositionR = transform.FindChild("FirePositionR").GetComponent <Transform>(); firePositionUR = transform.FindChild("FirePositionUR").GetComponent <Transform>(); timer = attackTimer; }
public void Init(Creature caster, SkillDatabase tabledata) { _caster = caster; tablebase = tabledata; InitTimeLine(); _skillCD = new SkillCD(); _skillCD.maxCD = tablebase.CD; }
void Awake() { // skill1Button = GameObject.Find("UI Root/Camera/Anchor-BottomRight/Panel/Skill1"); // skill2Button = GameObject.Find("UI Root/Camera/Anchor-BottomRight/Panel/Skill2"); // skill3Button = GameObject.Find("UI Root/Camera/Anchor-BottomRight/Panel/Skill3"); skill1CD = skill1Button.gameObject.GetComponent <SkillCD>(); skill2CD = skill2Button.gameObject.GetComponent <SkillCD>(); skill3CD = skill3Button.gameObject.GetComponent <SkillCD>(); }
void Start() { ani = GetComponent <Animator>(); collider = GetComponent <Collider2D>(); skillCD = GameObject.Find("SkillButton").GetComponent <SkillCD>(); bulletSpawnPool = PoolManager.Pools["Bullet"]; enemy = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject go in enemy) { Physics2D.IgnoreCollision(collider, go.GetComponent <Collider2D>()); } }
void Start() { sr = GetComponent <SpriteRenderer>(); player = GameObject.Find("Player").GetComponent <Transform>(); p = player.GetComponent <Player>(); lightUI = GameObject.Find("Canvas").GetComponent <LightUI>(); skillCD = GameObject.Find("SkillButton").GetComponent <SkillCD>(); pointMaxSight = 80; pointMinSight = 20; spotMaxSight = 120; spotMinSight = 60; }
void Start() { sr = GetComponent <SpriteRenderer>(); skillCD = GameObject.Find("SkillButton").GetComponent <SkillCD>(); enemySpawnPool = PoolManager.Pools["Enemy"]; effectSpawnPool = PoolManager.Pools["Effect"]; if (SceneManager.GetActiveScene().name == Game.Instance.StaticData.Level3) { for (int i = 0; i < 20; i++) { itemLight[i] = GameObject.Find("Lights").transform.GetChild(i).transform.GetChild(0).gameObject; } items = Game.Instance.StaticData.shineItemList; } else { items = Game.Instance.StaticData.itemList; } }
void Start() { sr = GetComponent <SpriteRenderer>(); skillCD = GameObject.Find("SkillButton").GetComponent <SkillCD>(); enemySpawnPool = PoolManager.Pools["Enemy"]; effectSpawnPool = PoolManager.Pools["Effect"]; rooms = GameObject.FindGameObjectsWithTag("Room"); items = Game.Instance.StaticData.itemList; foreach (GameObject r in rooms) { if (Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(r.transform.position.x, r.transform.position.y)) < 170) { room = r.GetComponent <RoomInstance>(); } } maxX = room.transform.position.x + offestX; minX = room.transform.position.x - offestX; maxY = room.transform.position.y + offestY; minY = room.transform.position.y - offestY; }