示例#1
0
    //Initialization
    void Start()
    {
        player    = this.gameObject;
        this.name = "Player";
        //Add and applies Rigidbody2D to our player
        player.AddComponent <Rigidbody2D>();
        rb = player.GetComponent <Rigidbody2D>();
        rb.gravityScale = 2f;
        rb.constraints  = RigidbodyConstraints2D.FreezeRotation;
        //Add and applies BoxCollider2D to our player
        player.AddComponent <BoxCollider2D>();
        collide     = player.GetComponent <BoxCollider2D> ();
        rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y);

        player.AddComponent <ConstantForce2D>();
        gravityForce         = player.GetComponent <ConstantForce2D>();
        gravityForce.enabled = false;

        statePattern = player.GetComponent <StatePatternPlayer>();

        //Gets the sprite component
        sprite = player.GetComponent <SpriteRenderer>();

        GameObject healthBars = GameObject.Find("Health Bar");

        health = healthBars.GetComponent <Health>();
    }
示例#2
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 // Use this for initialization
 void Start()
 {
     spawnerTransform = this.transform;
     spawnerLocation  = spawnerTransform.localPosition;
     players          = GameObject.Find("Players");
     statePattern     = newPlayer.GetComponent <StatePatternPlayer>();
 }
示例#3
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    // Use this for initialization
    void Start()
    {
        playerObject   = GameObject.Find("Player");
        statePattern   = playerObject.GetComponent <StatePatternPlayer>();
        startingHealth = statePattern.health;
        k = startingHealth;
//		player = this.player;
        healthBar     = new GameObject[startingHealth];
        currentHealth = startingHealth;
        createHealth();
    }
 public PlayerTargetState(StatePatternPlayer statePatternPlayer)
 {
     player = statePatternPlayer;
 }
示例#5
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 // Constructor
 public InvincibleState(StatePatternPlayer p)
 {
     player = p;
 }
 public PlayerHookState(StatePatternPlayer statePatternPlayer)
 {
     player = statePatternPlayer;
 }
示例#7
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 // Constructor
 public BigState(StatePatternPlayer p)
 {
     player = p;
 }
    //public Quaternion xRotation;
    //public bool jumping = false;

    public PlayerWalkState(StatePatternPlayer statePatternPlayer)
    {
        player = statePatternPlayer;
    }
示例#9
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 // Constructor
 public NormalState(StatePatternPlayer p)
 {
     player = p;
 }
    //public Quaternion xRotation;
    //public bool jumping = false;

    public PlayerSneakState(StatePatternPlayer statePatternPlayer)
    {
        player = statePatternPlayer;
    }
示例#11
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 public PlayerIdleState(StatePatternPlayer statePatternPlayer)
 {
     player = statePatternPlayer;
 }
示例#12
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 // Constructor
 public ShootingState(StatePatternPlayer p)
 {
     player = p;
 }
示例#13
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 public VulnerableState(StatePatternPlayer statePatternPlayer)
 {
     player = statePatternPlayer;
 }
    //public Quaternion xRotation;

    public PlayerBounceState(StatePatternPlayer statePatternPlayer)
    {
        player = statePatternPlayer;
    }
示例#15
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 public InvincibleState(StatePatternPlayer statePatternPlayer)
 {
     player = statePatternPlayer;
 }