private void Start() { if (instance is null) { instance = gameObject.transform.GetComponent <AnimationActions>(); } }
public AnimatedSprite(Texture2D texture, EntityType entityType, IList<AnimationSequence> animations, AnimationActions initialAnimationAction, Rectangle worldPosition, Vector2 speed = new Vector2(), Vector2 direction = new Vector2(), bool isCollidable = false, int collisionOffset = 0) : base(texture, entityType, worldPosition, speed: speed, direction: direction, isCollidable: isCollidable, collisionOffset: collisionOffset) { Animations = animations; CurrentAnimation = Animations.First(a => a.AnimationAction == initialAnimationAction); }
public UserControlledSprite(Texture2D texture, EntityType entityType, IList<AnimationSequence> animations, AnimationActions initialAnimationAction, Rectangle worldPosition, int moveSpeed, bool isCollidable = false, int collisionOffset = 0) : base(texture, entityType, animations, initialAnimationAction, worldPosition, isCollidable: isCollidable, collisionOffset: collisionOffset) { MaxMoveSpeed = moveSpeed; }
protected new void Awake() { base.Awake(); if (agent == null) { agent = GetComponent <NavMeshAgent>(); } agent.speed = Speed; animActions = gameObject.GetComponent <AnimationActions>(); }
protected new void Awake() { base.Awake(); animActions = gameObject.GetComponent <AnimationActions>(); if (shooter == null) { shooter = GetComponentInChildren <Shooter>(); } if (aimer == null) { aimer = GetComponentInChildren <EnemyAimer>(); } }
// Start is called before the first frame update public virtual void Start() { Cursor.visible = false; playerRgd = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <Animator>(); playerCollider = GetComponent <BoxCollider2D>(); circleCollider = GetComponent <CircleCollider2D>(); redColor.a = 0; animActions = FindObjectOfType <AnimationActions>(); Physics2D.IgnoreLayerCollision(9, 10, false); if (flip) { transform.localScale = new Vector3(-1, 1, 1); } }
public void SetAnimationAction(AnimationActions animationAction) { CurrentAnimation = Animations.First(a => a.AnimationAction == animationAction); }
public AnimationSequence(AnimationActions animationAction) { AnimationAction = animationAction; }