void Start() { throwArmAnim = throwArm.GetComponent <BasicAnimator>(); armSprite = arm.GetComponent <SpriteRenderer>(); throwArmSprite = throwArm.GetComponent <SpriteRenderer>(); reloaded = true; fire = false; setCooldown = cooldown; if (playerController.player == Controller.Player1) { controllerCode = controllerOne; fireBomb = shockwaveBomb; flipValue = 1; } else { controllerCode = controllerTwo; fireBomb = gravityBomb; flipValue = -1; } rightXAxis += controllerCode; rightYAxis += controllerCode; }
void Awake() { rigi = GetComponent <Rigidbody2D>(); inventory = GetComponent <Inventory>(); basic_animator = GetComponent <BasicAnimator>(); movement = GetComponent <Movement>(); audio_controller = FindObjectOfType <AudioController>(); }
/// <inheritdoc /> protected sealed override void OnInitialize() { base.OnInitialize(); int m = Random.Next(5); Sprite sprite = new Sprite(AssetManager.Get <SpriteTexture>(this, "floor"), Color.White) { LayerDepth = 0.1f, }; AddComponent(sprite); Vector2 startPos = Transform.Position; AnimatedVector2 f = new AnimatedVector2(); Curve c = new Curve(); c.Keys.Add(new CurveKey(0, 0)); c.Keys.Add(new CurveKey(1, 200)); c.Keys.Add(new CurveKey(2, 100)); c.Keys.Add(new CurveKey(2.5f, 300)); f.SetCurve(c, c); f.Attach(new Ref <Vector2>(i => Transform.Position = i + startPos)); Animation aC = new Animation(f) { WrapMode = WrapMode.PingPong }; AnimatedVector2 f2 = new AnimatedVector2(); Curve c2 = new Curve(); c2.Keys.Add(new CurveKey(0, 100)); c2.Keys.Add(new CurveKey(1, 400)); c2.Keys.Add(new CurveKey(2, 150)); c2.Keys.Add(new CurveKey(2.5f, 250)); f2.SetCurve(c2, c2); f2.Attach(new Ref <Vector2>(i => Transform.Position = i + startPos)); AnimatedColor col = new AnimatedColor(); col.SetLerp(Color.White, new Color((byte)Random.Next(255), (byte)Random.Next(255), (byte)Random.Next(255), (byte)1.0f), 2.5f); col.Attach(new Ref <Color>(color => { List <Sprite> sprites = GetAllComponents <Sprite>(); for (int i = 0; i < sprites.Count; i++) { sprites[i].Color = color; } })); Animation aC2 = new Animation(f2); aC2.Add(col); aC2.WrapMode = WrapMode.PingPong; anim = new BasicAnimator(); anim.AddAnimation("Anim", aC); anim.AddAnimation("Anim2", aC2); AddComponent(anim); anim.Play("Anim2"); }
void Awake() { myBox = GetComponent <BoxCollider2D>(); capsuleRadiusX = myBox.size.x * transform.localScale.x / 2; capsuleRadiusY = myBox.size.y * transform.localScale.y / 2; capsuleOffSetX = myBox.offset.x; capsuleOffSetY = myBox.offset.y; savedColliderSize = myBox.size; savedColliderOffSet = myBox.offset; savedSpeed = speed; // FIX JUMP // // Arm, ThrowArm, Hide sprite renderer ocn "Arm" when attacking, show "ThrowArm" wait until throw is done, then hide throw arm // and show normal "arm" again. // bodyAnim = GetComponent <BasicAnimator>(); GameObject arm = this.transform.Find("Arm").gameObject; armAnim = arm.GetComponent <BasicAnimator>(); // // rigidbody2D = GetComponent <Rigidbody2D>(); if (player == Controller.Player1) { controllerCode = controllerOne; flipped = false; } else { controllerCode = controllerTwo; flipped = true; } horAx += controllerCode; verAx += controllerCode; jumpInput += controllerCode; crawlInput += controllerCode; if (flipped) { Flip(); } isActive = true; inAir = true; movementAudio = GetComponent <MovementAudio>(); }
// Use this for initialization void Start() { if (GetComponent <BasicAnimator>()) { bAnim = GetComponent <BasicAnimator>(); } if (GetComponent <AIMovement>()) { AImove = GetComponent <AIMovement>(); } }
// protected virtual void Awake() { if (GetComponent <BasicAnimator>()) { bAnim = GetComponent <BasicAnimator>(); } currentState = startState; if (GetComponent <Rigidbody2D>()) { rigidbody2D = GetComponent <Rigidbody2D>(); } for (int i = 0; i < checkPoints.Count; i++) { checkPointPos.Add(checkPoints[i].transform.position); checkPointCheck.Add(false); } //Maxslope maxSlope = Mathf.Sin((maxSlope * Mathf.PI) / 180); directionMultiplier = new Vector2(1, 0); // Raydistance rayDistanceHypot = Mathf.Pow((GetComponent <BoxCollider2D>().size.y *GetComponent <Transform>().localScale.y), 2) + // X^2 Mathf.Pow((GetComponent <BoxCollider2D>().size.x *GetComponent <Transform>().localScale.x), 2); // Y^2 rayDistanceHypot = Mathf.Sqrt(rayDistanceHypot); rayDistanceHypot += 0.0f; // offSet. // rayDistanceHypot = 0.7f; // SlopeRay rayOffSetX = GetComponent <BoxCollider2D>().size.x *transform.localScale.x / 2; rayOffSetY = GetComponent <BoxCollider2D>().size.y *transform.localScale.y / 2; boxOffSetY = GetComponent <BoxCollider2D>().offset.y; boxOffSetX = GetComponent <BoxCollider2D>().offset.x * -1; slopeRayOffset = rayOffSetY; //Xray rayDistanceX = Mathf.Abs((GetComponent <BoxCollider2D>().size.x *transform.localScale.x / 2)); if (flipped) { Flip(); } }
/* * [SerializeField] * private AudioClip attackSound; * [SerializeField] * private AudioClip idleSound; * [SerializeField] * private AudioClip flyingSound; * private AudioSource audioSource; */ private void Start() { rb = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); // If the BasicAnimator component is missing, add it. Should not need any configuration if (GetComponent <BasicAnimator>() == null) { gameObject.AddComponent <BasicAnimator>(); } bodyAnim = GetComponent <BasicAnimator>(); targetPos = buzzerTarget.transform.position; playerTarget = GameManager.instance.playerBot; }
private void Start() { basicAnimator = GetComponent <BasicAnimator>(); try { mobAnimator = GetComponent <MobAnimator>(); } catch (Exception ex) { Debug.Log(ex); Debug.Log("Couldn't find mob animator or boss animator"); throw; } curHealth = maxHealth; OnMinionDeath += DisableComponents; OnMinionDeath += SpawnRune; healthScale = minionHealth.transform.localScale; }
void Start() { playerController = GetComponent <PlayerController>(); if (playerController.player == Controller.Player1) { pushAndPullBox += c1; } else { pushAndPullBox += c2; } distance = 1f; arm = playerController.armAnim; body = playerController.bodyAnim; emitter = GetComponent <FMODEmitter>(); }
/// <summary> /// Configures the UIAnimation component by adding some generic animations: idle, highlight, click. /// </summary> /// <param name="idle">Idle animation state.</param> /// <param name="highlighted">Highlight animation state.</param> /// <param name="clicked">Click animation state.</param> /// <param name="toggled">Toggled animation state.</param> public void Configure(Animation idle, Animation highlighted, Animation clicked, Animation toggled) { Idle = idle; Highlighted = highlighted; Clicked = clicked; AnimatorComponent = new BasicAnimator(); AnimatorComponent.AddAnimation("idle", Idle); AnimatorComponent.AddAnimation("highlight", Highlighted); AnimatorComponent.AddAnimation("click", Clicked); if (toggled != null) { Toggled = toggled; AnimatorComponent.AddAnimation("toggle", Toggled); } Owner.AddComponent(AnimatorComponent); AnimatorComponent.Play("idle"); Configured = true; }