本文整理汇总了C#中PlayerController类的典型用法代码示例。如果您正苦于以下问题:C# PlayerController类的具体用法?C# PlayerController怎么用?C# PlayerController使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PlayerController类属于命名空间,在下文中一共展示了PlayerController类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Awake
//called before start: get references
private void Awake ()
{
explosion = (GameObject)Resources.Load("Explosion");
self = GetComponent<Transform>();
target = GameObject.Find("Application").GetComponent<Transform>();
playerController = GameObject.Find("Player").GetComponent<PlayerController>();
}
开发者ID:warrendesigns,项目名称:Interactive-CV,代码行数:8,代码来源:BugController.cs
示例2: Start
// Use this for initialization
void Start()
{
//Get PlayerController Object that already exists in the scene
player = FindObjectOfType<PlayerController>();
//Get CameraController Object that already exists in the scene
camera = FindObjectOfType<CameraController>();
}
开发者ID:DnLKnR,项目名称:Practice,代码行数:8,代码来源:LevelManager.cs
示例3: Start
protected override void Start()
{
base.Start ();
controller = GetComponent<PlayerController> ();
gunController = GetComponent<GunController> ();
viewCamera = Camera.main;
}
开发者ID:bfata,项目名称:TwinStick,代码行数:7,代码来源:Player.cs
示例4: Start
void Start()
{
state = Enemy3State.Idle;
transform.localScale = new Vector3(1,1,1);
player = GameObject.FindGameObjectWithTag("Player");
playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
}
开发者ID:YaFengYi,项目名称:Unity,代码行数:7,代码来源:Enemy3Controller.cs
示例5: OnUpdate
/*
* Called each frame that this effector is applied to the input player
*/
public virtual void OnUpdate(PlayerController player)
{
elapsedTime = Time.time - appliedTime;
if(lifeTime > 0.0f && elapsedTime >= lifeTime) {
bActive = false;
}
}
开发者ID:tedmunds,项目名称:ZeldorGame,代码行数:10,代码来源:PlayerEffector.cs
示例6: FindPlayersInRange
private void FindPlayersInRange()
{
HashSet<PlayerController> playersInRange = new HashSet<PlayerController>();
foreach (var player in PlayerController.GetAllPlayers())
{
if (Vector3.Distance(transform.position, player.transform.position) <= 18)
{
playersInRange.Add(player);
}
}
// add players that have entered
foreach (var player in playersInRange)
{
if (!_playersBeingHealed.ContainsKey(player))
{
_playersBeingHealed.Add(player, 0f);
}
}
// remove players that have left
PlayerController[] keys = new PlayerController[_playersBeingHealed.Keys.Count];
_playersBeingHealed.Keys.CopyTo(keys, 0);
foreach (var player in keys)
{
if (!playersInRange.Contains(player))
{
_playersBeingHealed.Remove(player);
}
}
}
开发者ID:uudkdevs2013,项目名称:TheSonOfBSF,代码行数:29,代码来源:HealSphere.cs
示例7: Start
void Start()
{
st = transform.root.GetComponent<Storage>();
pc = GameObject.Find("Player").GetComponent<PlayerController>();
startPos = transform.position;
startScale = transform.localScale;
}
开发者ID:nakrifati,项目名称:v39s_repo_unity,代码行数:7,代码来源:StorageGUIStack.cs
示例8: Initialize
// Use this for initialization
public void Initialize (PlayerController playerController) {
// Store main player component reference
this.mainPlayerController = playerController;
// Set initial avatar
this.ChangePlayerAvatar(this.mainPlayerController.Type);
}
开发者ID:jose-villegas,项目名称:GameJam16,代码行数:8,代码来源:AvatarController.cs
示例9: Start
// Use this for initialization
void Start () {
InAir = false;
playerObject = GameObject.FindGameObjectWithTag("Player");
playerController = playerObject.GetComponent<PlayerController>();
canPlayerControl = true;
fTeleHeight = 1.0f;
onRelocationTile = false;
vPlayerOrigin = PlayerObj.transform.position;
fMandelaHeight = vPlayerOrigin.y + 10;
canTeleport = false;
canActivateTele = true;
if (isAttached)
{
canTeleport = true;
}
fLerpingValue = 0.0f;
fRotationSpeed = 4.0f;
nState = 0;
mandalaMovementController = transform.GetComponentInParent<MandalaMovementController>();
}
开发者ID:Zhaeong,项目名称:blinq,代码行数:27,代码来源:TeleportationController.cs
示例10: BreakoutPaddle
public BreakoutPaddle(Game game, string spriteName, PlayerController controller, BreakoutBall ball, float speed = 0f, float acceleration = 0f, float friction = 0f)
: base(game, spriteName, controller, speed, acceleration, friction)
{
this.lockedY = true;
this.ball = ball;
this.disabled = false;
}
开发者ID:haykath,项目名称:MonogameBreakout,代码行数:7,代码来源:BreakoutPaddle.cs
示例11: Start
protected override void Start()
{
base.Start();
pc = GetComponent<PlayerController>();
gc = GetComponent<GunController>();
cam = Camera.main;
}
开发者ID:gholaday,项目名称:Project-Arena,代码行数:7,代码来源:Player.cs
示例12: Start
// Use this for initialization
void Start()
{
pos = transform.position;
pcAccessor = GameObject.Find ("PlayerRobot").GetComponent<PlayerController>();
anim = GameObject.Find ("PlayerRobot").GetComponent<Animator>();
//pos.z = transform.position.z
}
开发者ID:jlu19,项目名称:UnityEnergyGame,代码行数:8,代码来源:FloatingBoat.cs
示例13: OnGUI
void OnGUI () {
//make sure that your time is based on when this script was first called
//instead of when your game started
float guiTime = Time.time - startTime;
restSeconds = countDownSeconds - (guiTime);
//display messages or whatever here, do stuff based on your timer
if (restSeconds == 60) {
print ("One Minute Left");
}
if (restSeconds <= 0)
{
Debug.Log("Time is Over");
playerController = gameObject.GetComponent<PlayerController>();
playerController.ChangePlayer();
countDownSeconds = 10;
Awake();
}
//display the timer
roundedRestSeconds = Mathf.CeilToInt(restSeconds);
displaySeconds = roundedRestSeconds % 60;
displayMinutes = roundedRestSeconds / 60;
string text = string.Format("{0:00}:{1:00}", displayMinutes, displaySeconds);
GUI.Label (new Rect(400, 25, 100, 30), text);
}
开发者ID:Zhaeong,项目名称:GameJamTwo,代码行数:29,代码来源:CountDownScript.cs
示例14: Start
// Use this for initialization
void Start()
{
animator = GetComponent<Animator>();
currentIdleType = 1;
playerController = GameObject.Find(transform.parent.name + "/Pilot").GetComponent<PlayerController>();
rigidbody = GetComponent<Rigidbody2D> ();
}
开发者ID:li5414,项目名称:Parachute2D,代码行数:8,代码来源:ParachuteController.cs
示例15: Start
void Start()
{
playerEntity = GameObject.FindWithTag ("Player").GetComponent<Entity>();
playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
entity = gameObject.GetComponent<Entity>();
entity.currentBox.GetComponent<Box>().enemies.Add(gameObject);
}
开发者ID:markitus18,项目名称:Ultramar,代码行数:7,代码来源:RunnerEnemyC.cs
示例16: Start
void Start ()
{
stageEnd_left = -30.0f;
stageEnd_right = 30.0f;
wait_for_start = true;
firstTime = true;
paused = false;
GameObject mainCameraObj = GameObject.Find ("Camera");
GameObject healthBars = GameObject.Find ("HealthBars");
GameObject player1Obj = GameObject.Find ("Player1");
GameObject player2Obj = GameObject.Find ("Player2");
GameObject debugTextObj = GameObject.Find ("DebugText");
GameObject winTextObj = GameObject.Find ("WinText");
GameObject MIObj = GameObject.Find ("Info");
MI_gd = MIObj.GetComponent<MenuInfo> ();
mainCamera = mainCameraObj.GetComponent<CameraController> ();
healthbarcontroller = healthBars.GetComponent<HealthBarController> ();
player1 = player1Obj.GetComponent<PlayerController> ();
player2 = player2Obj.GetComponent<PlayerController> ();
debugText = debugTextObj.GetComponent<DebugTextController> ();
winText = winTextObj.GetComponent<Text> ();
Quit = KeyCode.Escape;
start_game = KeyCode.G;
TogglePause = KeyCode.BackQuote;
ToggleDebugText = KeyCode.Quote;
winText.text = "";
winText.color = Color.white;
}
开发者ID:rhyschris,项目名称:CS194Project,代码行数:31,代码来源:GameDelegate.cs
示例17: Start
// Use this for initialization
void Start()
{
player = FindObjectOfType<PlayerController> ();
gravityStore = player.GetComponent<Rigidbody2D> ().gravityScale;
camera = FindObjectOfType<CameraController> ();
healthManager = FindObjectOfType<HealthManager> ();
}
开发者ID:faiaz-halim,项目名称:Sample,代码行数:8,代码来源:LevelManager.cs
示例18: Start
// Use this for initialization
void Start () {
player = FindObjectOfType<PlayerController>();
if(player.transform.localScale.x < 0)
{
speed = -speed;
rotationSpeed = -rotationSpeed;
}
// Update is called once per frame
void Update () {
GetComponent<Rigidbody2D>().velocity = new Vector2(-speed, GetComponent<Rigidbody2D>().velocity.y);
GetComponent<Rigidbody2D>().angularVelocity = -rotationSpeed;
}
void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Enemy")
{
//Instantiate(enemyDeathEffect, other.transform.position, other.transform.rotation);
//ScoreManager.AddPoints(pointsForKill);
//Destroy(other.gameObject);
other.GetComponent<EnemyHealthManager>().GiveDamage(damageToGive);
}
Instantiate(impactEffect, transform.position, transform.rotation);
Destroy(gameObject);
}
}
开发者ID:nschroedl,项目名称:Practice-Project-2,代码行数:33,代码来源:NinjaStarController.cs
示例19: Start
void Start()
{
player = GameObject.FindGameObjectWithTag("Player");
playerController = player.GetComponent<PlayerController>();
platforms = GameObject.FindGameObjectsWithTag("Platform");
dynPlatforms = GameObject.FindGameObjectsWithTag("DynamicPlatform");
// Set global state variables
GameStateVars.currentLevel = "level0";
if (GameStateVars.playerCurrentLifes <= 0) {
GameStateVars.playerCurrentLifes = playerController.playerDefaultLifes;
}
platformColliders = new Collider2D[platforms.Length + dynPlatforms.Length];
int counter = 0;
foreach (GameObject tmp in platforms) {
platformColliders[counter] = tmp.GetComponent<Collider2D>();
counter++;
}
foreach (GameObject tmp in dynPlatforms) {
platformColliders[counter] = tmp.GetComponent<Collider2D>();
counter++;
}
}
开发者ID:redru,项目名称:Platformer2D,代码行数:28,代码来源:GameStateManager.cs
示例20: OnInteractStart
void OnInteractStart(PlayerController source)
{
_Item item = source.inventory.equipped;
if (item == null) return;
if (item is _CoreItem) return;
if (item.id == rodID && wheelInPlace) {
// Place rod
item.SendMessage(ItemMethods.OnItemDroppedOff, this, SendMessageOptions.DontRequireReceiver);
Destroy(item.gameObject);
rodRenderer.enabled = true;
anim.SetBool("RodInPlace", true);
electricPlayer.enabled = true;
if (saveAfterItemAdded) {
PlayerSaving.SetExitID(spawnPoint);
StartCoroutine(GameSaveManager.SaveRoomWait());
}
} else if (item.id == wheelID && !wheelInPlace) {
// Place wheel
item.SendMessage(ItemMethods.OnItemDroppedOff, this, SendMessageOptions.DontRequireReceiver);
Destroy(item.gameObject);
wheelRenderer.enabled = true;
if (saveAfterItemAdded) {
PlayerSaving.SetExitID(spawnPoint);
StartCoroutine(GameSaveManager.SaveRoomWait());
}
}
}
开发者ID:Turnary-Games,项目名称:Battery-Golem,代码行数:33,代码来源:WheelCoupleStation.cs
注:本文中的PlayerController类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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