void Start() { animator = GetComponent <Animator>(); camera3d = GameObject.Find("3Dcamera").GetComponent <Camera>(); isJamping = false; aaa = GameObject.Find("2DUnityChan").GetComponent <UnityChan2DController>(); }
/* * はじめに呼ばれる関数 */ void Start() { //必要なコンポーネントを取得する mAudio = GetComponent<AudioSource> (); mUnityChan2DController = GetComponent<UnityChan2DController>(); mCollider2D = GetComponent<Collider2D> (); }
/* * はじめに呼ばれる関数 */ void Start() { //必要なコンポーネントを取得する mAudio = GetComponent <AudioSource>(); mUnityChan2DController = GetComponent <UnityChan2DController>(); mCollider2D = GetComponent <Collider2D>(); }
// Use this for initialization void Start() { UC2DC = PlayerObject.GetComponent <UnityChan2DController> (); //Update Maps UpdateMap(SubmitClass.MapText); Score = 0; ActionEnd = false; mapData = new string[1024, 1024]; }
// Start is called before the first frame update void Start() { nLimittime = 0; rigid = this.GetComponent <Rigidbody2D>(); playerObj = GameObject.FindWithTag("Player"); UnityChan2DController unityChan2DController = playerObj.GetComponent <UnityChan2DController>(); ndirectionLR = (int)unityChan2DController.fdflag; ndirectionUD = 0; bulletcouse = 1; offsetLR = 0; offsetUD = 0; }
void OnCollisionEnter2D(Collision2D coll) { playerObj = GameObject.FindWithTag("Player"); UnityChan2DController unityChan2DController = playerObj.GetComponent <UnityChan2DController>(); if (coll.gameObject.tag == "Player") { Vector2 pos = transform.position; Vector2 groundCheck = new Vector2(pos.x, pos.y - transform.lossyScale.y); Vector2 groundArea = new Vector2(m_boxCollider2D.size.x * transform.lossyScale.y * 0.45f, 0.05f); var col2D = Physics2D.OverlapArea(groundCheck + groundArea, groundCheck - groundArea, whatIsPlayer); unityChan2DController.bigjump = true; //ジャンプフラグをON } }
// 各フレームで、Update の後に LateUpdate が呼び出されます。 void LateUpdate() { playerObj = GameObject.FindWithTag("Player"); UnityChan2DController unityChan2DController = playerObj.GetComponent <UnityChan2DController>(); //カメラの transform 位置をプレイヤーのものと等しく設定します。ただし、計算されたオフセット距離によるずれも加えます。 if (unityChan2DController.m_isGround || 2 == nfirsttime) //地面に足がついているときだけカメラ移動 { if (1 == nfirsttime) { offset = transform.position - player.transform.position; nfirsttime = 2; } transform.position = player.transform.position + offset; } }
// Use this for initialization void OnCollisionEnter2D(Collision2D col) { playerObj = GameObject.FindWithTag("Player"); UnityChan2DController unityChan2DController = playerObj.GetComponent <UnityChan2DController>(); if (col.gameObject != playerObj) { foreach (GameObject On in OnObj) { On.GetComponent <SpriteRenderer>().enabled = On.GetComponent <SpriteRenderer>().enabled ^ true; } foreach (GameObject Off in OffObj) { Off.GetComponent <SpriteRenderer>().enabled = Off.GetComponent <SpriteRenderer>().enabled ^ true; } foreach (GameObject Des in DestroyObj) //スイッチにより発生するオブジェクトの処理 { Des.GetComponent <SpriteRenderer>().enabled = Des.GetComponent <SpriteRenderer>().enabled ^ true; Des.GetComponent <BoxCollider2D>().isTrigger = Des.GetComponent <BoxCollider2D>().isTrigger ^ true; } } }
//public int speed = 0; void Start () { this.Player = GameObject.FindGameObjectWithTag("Player"); unityChan2DController = Player.GetComponent<UnityChan2DController> (); }