本文整理汇总了C#中Fighter.GetComponent方法的典型用法代码示例。如果您正苦于以下问题:C# Fighter.GetComponent方法的具体用法?C# Fighter.GetComponent怎么用?C# Fighter.GetComponent使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Fighter
的用法示例。
在下文中一共展示了Fighter.GetComponent方法的7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: Execute
public override void Execute(Fighter fighterRef, PlayerCombatScript combatScript)
{
_fighterRef = fighterRef;
fighterRef.GetComponent<Animator>().SetTrigger(_dashHash);
PlayerControllerScript playerController = fighterRef.GetComponent<PlayerControllerScript>();
playerController.CurrentXSpeed = ((playerController.MaxSpeed + 3) * playerController.getXDirection);
if (playerController.CurrentXSpeed > 0)
_fighterRef.FacingRight = true;
else if (playerController.CurrentXSpeed < 0)
_fighterRef.FacingRight = false;
StartCoroutine(EndDash());
}
示例2: Execute
public override void Execute(Fighter fighterRef, PlayerCombatScript combatScript)
{
fighterRef.GetComponent<Animator>().SetTrigger(_jumpHash);
Vector2 v = gameObject.GetComponent<Rigidbody2D>().velocity;
v.y = _jumpSpeed;
fighterRef.gameObject.GetComponent<Rigidbody2D>().velocity = v;
}
示例3: OnGotHit
void OnGotHit(Fighter attacker)
{
Alive attackersAlive = attacker.GetComponent<Alive>();
if (!charController.CommandIssued && !attackersAlive.IsDead) {
charController.Command_Attack( attackersAlive );
}
}
示例4: SpawnSquadronVehicle
public void SpawnSquadronVehicle(Fighter member, UniversePosition position, Quaternion rotation)
{
member.SpawnVehicle(member.gameObject, member.VehiclePrefab, position, rotation);
var memberTracker = member.VehicleInstance.GetComponent<VehicleTracker>();
var profile = member.GetComponent<ShipProfile>();
if (profile.PrimaryWeapon != null)
member.VehicleInstance.SetPrimaryWeapon(profile.PrimaryWeapon.gameObject);
if (profile.SecondaryWeapon != null)
member.VehicleInstance.SetSecondaryWeapon(profile.SecondaryWeapon.gameObject);
var squadronTracker = member.VehicleInstance.gameObject.AddComponent<SquadronTracker>();
squadronTracker.ArrowSprite = memberTracker.ArrowSprite;
//squadronTracker.TrackerSprite = memberTracker.TrackerSprite;
//squadronTracker.FarTrackerSprite = memberTracker.FarTrackerSprite;
//squadronTracker.VeryFarTrackerSprite = memberTracker.VeryFarTrackerSprite;
squadronTracker.LockingSprite = memberTracker.LockingSprite;
squadronTracker.LockedSprite = memberTracker.LockedSprite;
squadronTracker.TrackerPlanePrefab = TrackerPlanePrefab;
Destroy(memberTracker);
squadronTracker.CallSign = profile.CallSign;
squadronTracker.TrackerColor = TrackerColor;
squadronTracker.LabelFont = SquadronTrackerFont;
squadronTracker.IsDisabled = false;
member.IsFollowIdleDestination = true;
var mapPin = member.VehicleInstance.gameObject.AddComponent<MapPin>();
mapPin.ActivePin = PlayerController.Current.PlayerPinPrefab;
mapPin.InactivePin = SquadronPinPrefab;
mapPin.SetPinState(MapPin.MapPinState.Inactive);
// Apply power profile
member.VehicleInstance.Killable.MaxShield = profile.GetShield();
member.VehicleInstance.Killable.Shield = member.VehicleInstance.Killable.MaxShield;
var squadronShieldRegenerator = member.VehicleInstance.gameObject.AddComponent<ShieldRegenerator>();
squadronShieldRegenerator.RegenerationDelay = ShieldRegenerateDelay;
squadronShieldRegenerator.RegenerationRate = ShieldRegenerateRate;
BindMemberEvents(member);
member.enabled = true;
}
示例5: Awake
private void Awake()
{
_current = this;
Cursor.visible = !HideMouse;
if (HideMouse)
Cursor.lockState = CursorLockMode.Locked;
_profile = GetComponent<ShipProfile>();
_inventory = new PlayerInventory(15);
_screenAspect = (float)Screen.height / (float)Screen.width;
_playerNpc = gameObject.AddComponent<Fighter>();
_playerNpc.Team = Team;
_playerNpc.IsSquadronMember = true;
_playerNpc.GetComponent<ShipProfile>().CallSign = CallSign;
_playerNpc.VehiclePrefab = VehiclePrefab;
_playerNpc.enabled = false;
SpawnVehicle(VehiclePrefab, Universe.Current.PlayerSpawnPosition);
_playerNpc.SetVehicleInstance(_playVehicleInstance);
_playerNpc.IsFollowIdleDestination = true;
SetControlEnabled(true);
_aimMask = ~LayerMask.GetMask("Player", "Detectable", "Distant");
_detectableMask = LayerMask.GetMask("Detectable");
_collectableMask = LayerMask.GetMask("Collectible");
}
示例6: Execute
public override void Execute(Fighter fighterRef, PlayerCombatScript combatScript)
{
this.gameObject.SetActive(true);
this.gameObject.GetComponent<SpriteRenderer>().enabled = true;
_fighterRef = fighterRef;
_combatScript = combatScript;
_fighterRef.disableAnimator();
//turn off collisions for fighter ref
Rigidbody2D body = this.gameObject.GetComponent<Rigidbody2D>();
if (_airAttack)
{
//If air attack, dont stop momentum, but pause it on hit.
//Create on hit function
body.gravityScale = _fighterRef.GetComponent<Rigidbody2D>().gravityScale;
Vector2 v = _fighterRef.GetComponent<Rigidbody2D>().velocity;
body.velocity = v;
if(_isDiveKick)
{
Vector2 diveSpeed = new Vector2(4, -3);
body.velocity = diveSpeed;
fighterRef.GetComponent<Rigidbody2D>().velocity = diveSpeed;
}
}
else if(_translate && fighterRef.GetComponent<PlayerControllerScript>())
{
Debug.Log("Translate");
fighterRef.GetComponent<PlayerDash>().ForceEndDash();
}
else if (_fighterRef.tag == "Player")
_fighterRef.GetComponent<PlayerControllerScript>().StopMovement();
if (!_fighterRef.FacingRight)
transform.localScale = new Vector3(1, transform.localScale.y, transform.localScale.z);
else
transform.localScale = new Vector3(-1, transform.localScale.y, transform.localScale.z);
}
示例7: AttackFreeze
//Currently only does air attack freeze ADD ONE FOR GROUND
IEnumerator AttackFreeze(Fighter enemyRef)
{
_fighterRef.InHitstunFreeze = true;
enemyRef.InHitstunFreeze = true;
//
enemyRef.EnterHitstun();
//Freeze both player and target for x time
Vector2 thisVelocity = _fighterRef.GetComponent<Rigidbody2D>().velocity;
Vector2 otherVelocity = enemyRef.GetComponent<Rigidbody2D>().velocity;
thisVelocity.y += 3;
if (_slamSpeed != 0)
{
otherVelocity.y = _slamSpeed;
thisVelocity.y = 4;
if (otherVelocity.x > 0)
otherVelocity.x += 4;
else
otherVelocity.x -= 4;
}
else
{
otherVelocity.y += 4f;
}
float thisGravity = _fighterRef.GetComponent<Rigidbody2D>().gravityScale;
float otherGravity = enemyRef.GetComponent<Rigidbody2D>().gravityScale;
_anim.speed = 0;
_fighterRef.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
_fighterRef.GetComponent<Rigidbody2D>().gravityScale = 0;
enemyRef.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
enemyRef.GetComponent<Rigidbody2D>().gravityScale = 0;
yield return new WaitForSeconds(_hitstunFreezeTime);
_anim.speed = 1;
_fighterRef.GetComponent<Rigidbody2D>().velocity = thisVelocity;
enemyRef.GetComponent<Rigidbody2D>().velocity = otherVelocity;
_fighterRef.GetComponent<Rigidbody2D>().gravityScale = thisGravity;
enemyRef.GetComponent<Rigidbody2D>().gravityScale = otherGravity;
enemyRef.StartHitstunTimer(_hitstunTime);
_fighterRef.InHitstunFreeze = false;
enemyRef.InHitstunFreeze = false;
}