示例#1
0
    //prefab那邊有問題 小心  http://stackoverflow.com/questions/36095870/how-to-keep-references-to-ui-elements-in-a-prefab-instantiated-at-runtime
    void OnTriggerEnter2D(Collider2D other)
    {
        npcclass = GetComponentInParent <npcClass>();

        triggerBullet(other);
        triggerNpc(other); //problem maybe?
    }
 // Use this for initialization
 void Start()
 {
     npcclass = GetComponentInParent <npcClass>();
     if (GameObject.FindGameObjectsWithTag("megumin_player").Length != 0)
     {
         selectEnemySystem = GameObject.FindGameObjectsWithTag("megumin_player")[0].GetComponent <selectEnemySystemScript>(); //
     }
 }
 // Use this for initialization
 void Start()
 {
     rigid2d  = GetComponentInParent <Rigidbody2D>();
     npcclass = GetComponentInParent <npcClass>();
     if (GameObject.FindGameObjectsWithTag("megumin_player").Length != 0)
     {
         selectEnemySystem = GameObject.FindGameObjectsWithTag("megumin_player")[0].GetComponent <selectEnemySystemScript>(); //
     }
     npcSkeletonAnimation.state.Complete += State_Complete;
 }
 // Update is called once per frame
 void Update()
 {
     if (playerContorl != null)
     {
         inContorlObjectnpcClass = playerContorl.incontorlObj.GetComponent <npcClass>();
     }
     soulsPart();
     HPBARPart();
     ShieldPart();
     controlNpcTypeShow();
 }
示例#5
0
 // Use this for initialization
 void Start()
 {
     playerData  = GameObject.FindGameObjectsWithTag("backgroundScipt")[0].GetComponent <playerDataClass>(); //
     rigidbody2d = GetComponent <Rigidbody2D>();
     npcclass    = GetComponent <npcClass>();
     playermove  = GetComponent <playerMove>();
     npcmove     = GetComponent <npcMove>();
     npcclass.npcClassSetUp();
     ignoreCollisionSetUp();//無視其他enemy碰撞
     thisAnimation.state.Complete += MyCompleteListener;
     DelegateSetUp();
 }
示例#6
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 void ShieldPart()
 {
     if (playerContorl != null)
     {
         inContorlObjectnpcClass = playerContorl.incontorlObj.GetComponent <npcClass>();
         if (inContorlObjectnpcClass.HP > 0.0f)
         {
             shieldPart.enabled = true;
         }
         else
         {
             shieldPart.enabled = false;
         }
     }
 }
 // Use this for initialization
 void Start()
 {
     rb2d                 = GetComponent <Rigidbody2D>();
     npcscript            = GetComponent <npcScript>();
     npcclass             = GetComponent <npcClass>();
     patrolLeftPointSave  = patrolLeftPoint.position;
     patrolRightPointSave = patrolRightPoint.position;
     if (transform.localScale.x < 0)
     {
         localScaleX = -1 * transform.localScale.x;
     }
     else
     {
         localScaleX = transform.localScale.x;
     }
 }
    // Use this for initialization
    void Awake()
    {
        if (transform.localScale.x < 0)
        {
            localScaleX = -1 * transform.localScale.x;
        }
        else
        {
            localScaleX = transform.localScale.x;
        }

        npcclass         = GetComponent <npcClass>();
        npcScript        = GetComponent <npcScript>();
        rb2d             = GetComponent <Rigidbody2D>();
        GroundCheckWall1 = npcScript.GroundCheckWall1;
        GroundCheckWall2 = npcScript.GroundCheckWall2;
    }
    // Use this for initialization
    void Start()
    {
        if (transform.localScale.x < 0)
        {
            localScaleX = -1 * transform.localScale.x;
        }
        else
        {
            localScaleX = transform.localScale.x;
        }


        SR               = GetComponent <SpriteRenderer>();
        npcclass         = GetComponent <npcClass>();
        npcScript        = GetComponent <npcScript>();
        GroundCheckWall1 = npcScript.GroundCheckWall1;
        GroundCheckWall2 = npcScript.GroundCheckWall2;
    }
示例#10
0
    // Use this for initialization
    void Awake()
    {
        rb2d                 = GetComponent <Rigidbody2D>();
        npcscript            = GetComponent <npcScript>();
        GroundCheckWall1     = npcscript.GroundCheckWall1;
        GroundCheckWall2     = npcscript.GroundCheckWall2;
        npcclass             = GetComponent <npcClass>();
        patrolLeftPointSave  = patrolLeftPoint.position;
        patrolRightPointSave = patrolRightPoint.position;
        if (transform.localScale.x < 0)
        {
            localScaleX = -1 * transform.localScale.x;
        }
        else
        {
            localScaleX = transform.localScale.x;
        }

        setPatrolDirection();
    }
示例#11
0
    // Use this for initialization
    void Start()
    {
        playerData  = GameObject.FindGameObjectsWithTag("backgroundScipt")[0].GetComponent <playerDataClass>(); //
        rigidbody2d = GetComponent <Rigidbody2D>();
        npcclass    = GetComponent <npcClass>();
        npcclass.npcClassSetUp();

        GameObject[] gameObj = GameObject.FindGameObjectsWithTag("enemy");  //無視其他enemy碰撞
        foreach (GameObject each in gameObj)
        {
            Physics2D.IgnoreCollision(each.GetComponent <BoxCollider2D>(), GetComponent <BoxCollider2D>());
            Physics2D.IgnoreCollision(each.GetComponent <BoxCollider2D>(), GetComponent <CircleCollider2D>());
            Physics2D.IgnoreCollision(each.GetComponent <CircleCollider2D>(), GetComponent <BoxCollider2D>());
            Physics2D.IgnoreCollision(each.GetComponent <CircleCollider2D>(), GetComponent <CircleCollider2D>());
        }

        GameObject[] HPpartaclegameObj = GameObject.FindGameObjectsWithTag("HPpartacle");  //無視其他enemy碰撞
        foreach (GameObject each in HPpartaclegameObj)
        {
            Physics2D.IgnoreCollision(each.GetComponent <Collider2D>(), GetComponent <BoxCollider2D>());
            Physics2D.IgnoreCollision(each.GetComponent <Collider2D>(), GetComponent <CircleCollider2D>());
        }
    }
示例#12
0
 public void Shot()
 {
     npcclass = GetComponentInParent <Transform>().GetComponentInParent <npcClass>();
     Debug.Log(npcclass.HP);
     if (shootByNpc && npcclass != null)
     {
         if (npcclass.TypeP == npcClass.Type.contorl)
         {
             float Angle = ImageLookAt2D(transform.position, getCameraToV3(mouseInCameraPosition)).eulerAngles.z;
             spawnBulletSpecial1((int)Angle, endZRotation, everyAngleShotOnce);
         }
         else
         {
             float Angle = ImageLookAt2D(transform.position, Player.transform.position).eulerAngles.z;
             spawnBulletSpecial1((int)Angle, endZRotation, everyAngleShotOnce);
         }
     }
     else
     {
         float Angle = ImageLookAt2D(transform.position, Player.transform.position).eulerAngles.z;
         spawnBulletSpecial1((int)Angle, endZRotation, everyAngleShotOnce);
     }
 }
 void Awake()
 {
     npcclass = GetComponentInParent <npcClass>();
     audio    = GetComponent <AudioSource>();
 }