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C# CharacterController2D类代码示例

本文整理汇总了C#中CharacterController2D的典型用法代码示例。如果您正苦于以下问题:C# CharacterController2D类的具体用法?C# CharacterController2D怎么用?C# CharacterController2D使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


CharacterController2D类属于命名空间,在下文中一共展示了CharacterController2D类的15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,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Awake

 // Use this for initialization
 void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _controller.onTriggerEnterEvent += Absorb;
     _controller.onTriggerStayEvent += Absorb;
     _player = GetComponent<Player>();
 }
开发者ID:MegaSonic,项目名称:SuperAcronaut,代码行数:8,代码来源:PlayerAbsorb.cs

示例2: Start

 protected virtual void Start()
 {
     if (this._character == null)
     {
         this._character = this.GetComponent<CharacterController2D>();
     }
 }
开发者ID:temdisponivel,项目名称:Megaman,代码行数:7,代码来源:Weapon.cs

示例3: Awake

 void Awake()
 {
     controller = GetComponent<CharacterController2D> ();
     currentHealth = maxHealth;
     actionBar.GetComponent<ActionBar> ().fillActionBar (new Sprite[] {weaponPrefabs[0].GetComponent<Weapon>().icon, weaponPrefabs[1].GetComponent<Weapon>().icon, weaponPrefabs[2].GetComponent<Weapon>().icon} );
     controller.onTriggerEnterEvent += onTriggerEnter;
 }
开发者ID:krislerv,项目名称:Unity-Game,代码行数:7,代码来源:PlayerController.cs

示例4: BubbleJumpPowerCommand

			/// <summary>
			/// Creates the Bubble Jump Power Command
			/// </summary>
			/// <param name="PowerUser">Object which uses the power</param>
			public BubbleJumpPowerCommand (GameObject PowerUser)
			{
				CC2D = PowerUser.GetComponent<CharacterController2D>();			
				PIH = PowerUser.GetComponent<PlayerInputHandler>();
				A = PowerUser.GetComponent<Animator>();
				BB = PowerUser.GetComponent<ButtBubbles>();
			}
开发者ID:Nitwoe,项目名称:Nommy,代码行数:11,代码来源:BubbleJumpPowerCommand.cs

示例5: Awake

 void Awake()
 {
     animator = GetComponent<Animator>();
     characterController2D = GetComponent<CharacterController2D>();
     characterController2D.onControllerCollidedEvent += onControllerCollider;
     input = GetComponent<AbstractInput> ();
 }
开发者ID:hannesdvl,项目名称:Unity-PlatformerWorkshop,代码行数:7,代码来源:PlayerModel.cs

示例6: Start

 // Use this for initialization
 void Start()
 {
     audio = GetComponent<AudioSource>();
     _characterController2D = GetComponent<CharacterController2D>();
     _graphic = transform.FindChild("PlaceholderRunner").gameObject.GetComponent<SpriteRenderer>();
     _animator = transform.FindChild("PlaceholderRunner").gameObject.GetComponent<Animator>();
 }
开发者ID:Abhalphiest,项目名称:smashthestack,代码行数:8,代码来源:RunnerBehavior.cs

示例7: ControllerEnter2D

    /// Ustalenie JumpMagnitude
    public void ControllerEnter2D(CharacterController2D controller)
    {
        if (JumpSound != null)
            AudioSource.PlayClipAtPoint(JumpSound, transform.position);

        controller.SetVerticalForce(JumpMagnitude);
    }
开发者ID:tokramg,项目名称:UnityGame,代码行数:8,代码来源:JumpPlatform.cs

示例8: Awake

 public void Awake()
 {
     IsDead = false;
     controller = GetComponent<CharacterController2D>();
     isFacingRight = transform.localScale.x > 0;
     Health = maxHeath;
 }
开发者ID:bo7mide,项目名称:2D-Adventure-Game,代码行数:7,代码来源:Player.cs

示例9: Start

 protected override void Start()
 {
     base.Start ();
     controller = GetComponent<CharacterController2D> ();
     controller.onTriggerEnterEvent += onTriggerEnterEvent;
     jumpTime = jumpDelay;
 }
开发者ID:krislerv,项目名称:Unity-Game,代码行数:7,代码来源:BlobController.cs

示例10: Awake

 void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _animator = GetComponent<Animator>();
     _respawner = GetComponent<FallDeath>();
     _flashlight = GetComponentInChildren<Flashlight>();
 }
开发者ID:hammerfrenzy,项目名称:ludum-dare-33,代码行数:7,代码来源:Player.cs

示例11: Awake

 public void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _direction = new Vector2(-1, 0);            // Initializing looking to the left
     _player = GameObject.FindObjectOfType<Player>();
     _gReturning = false;
 }
开发者ID:lemanou,项目名称:Circus-for-a-psycho,代码行数:7,代码来源:SimpleGiraffeAI.cs

示例12: Awake

 public void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _direction = new Vector2(StartingX, 0);            // Initializing moving to the left
     _startPosition = transform.position;        // Sets the initial value of the bool depending on where the character stands in a new level
     Health = MaxHealth;
 }
开发者ID:lemanou,项目名称:Circus-for-a-psycho,代码行数:7,代码来源:SimpleEnemyAI.cs

示例13: Awake

	private float timer; //variable to calculate how long we have been doing something

	void Awake()
	{
		//Cache our controller for use
		control = GetComponent<CharacterController2D>();
		SetUpState("Controllable"); //We must call this to setup each state we plan to have.
		SetUpState("Dash"); //Lets go ahead and set up another state for testing.
		SwitchState("Controllable"); //we have to call this once after we setup our states, to tell the machine which state to start in.
	}
开发者ID:Pumph0use,项目名称:FSM2D,代码行数:10,代码来源:FSMDemo.cs

示例14: Awake

 void Awake() {
     _spriteRenderer = GetComponentInChildren<SpriteRenderer>();
     _spPS = ((GameObject)Instantiate(candyParticlePrefab)).GetComponent<ParticleSystem>();
     _spPS.transform.parent = transform;
     _spPS.transform.localPosition = new Vector3(0.15f, 0, transform.position.z + 0.1f);
     _spPS.Stop();
     _CC2D = GetComponent<CharacterController2D>();
 }
开发者ID:Nitwoe,项目名称:Nommy,代码行数:8,代码来源:CandySpittingBehaviour.cs

示例15: Start

	void Start()
	{
		controller = GetComponent<CharacterController2D>();
		weaponManager = GetComponentInChildren<WeaponManager>();
		anim = GameObject.Find("Player").GetComponent<Animator>();

		InvokeRepeating("BroadcastCurrentPosition", .3f, .3f);
	}
开发者ID:pearl2201,项目名称:Unity2D-Components,代码行数:8,代码来源:PlayerMovement.cs


注:本文中的CharacterController2D类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。