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C# PlayerController类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中PlayerController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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上一篇:
C# PlayerData类代码示例发布时间:2022-05-24
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C# PlayerControl类代码示例发布时间:2022-05-24
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