Beispiel #1
0
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    public void Awake()
    {
        EventManager.resetObjects += Reset;

        EventManager.CreateEventManagerIfNeeded();
        _theRigidbody2D          = GetComponent <Rigidbody2D> ();
        _theRigidbody2D.velocity = Vector2.zero;

        GMtoUnityConversion = FramesPerSecond / PixelsPerUnit;
        _jumpSpeed         *= GMtoUnityConversion;
        _jumpSpeed2        *= GMtoUnityConversion;
        _moveSpeed         *= GMtoUnityConversion;
        _gravity           *= GMtoUnityConversion;
        _maxFallSpeed      *= GMtoUnityConversion;

        B_maxFallSpeed = _maxFallSpeed;

        pixelMovement            = false;
        disableCharacterMovement = false;
        disableCharacterJumping  = false;
        disableCharacterShooting = false;

        anim = GetComponent <Animator>();

        if (GetComponent <CalculateChecks> ())
        {
            calculateChecks = GetComponent <CalculateChecks> ();
        }
        else
        {
            calculateChecks = gameObject.AddComponent <CalculateChecks> ();
        }
        calculateChecks.ChangeLayerMask(whatIsGround);
    }
Beispiel #2
0
    void Start()
    {
        if (GetComponent <HPModule>())
        {
            HPModule TEMP = GetComponent <HPModule>();
            TEMP.On_HPModule_Death += MonsterDeath;
        }

        EventManager.resetObjects += Reset;
        startingPosition           = gameObject.transform.position;

        if (JumpPower == 0)
        {
            JumpSpeed = 0;
        }

        anim = GetComponent <Animator>();
        if (DefaultFacingRight)
        {
            Vector3 theScale = transform.localScale;
            theScale.x          *= -1;
            transform.localScale = theScale;
//			BackupScale = theScale;

            Canvas[] childCanvases = GetComponentsInChildren <Canvas> ();
            foreach (Canvas child in childCanvases)
            {
                theScale    = child.transform.localScale;
                theScale.x *= -1;
                child.transform.localScale = theScale;
            }
        }

        MonsterManipulation = gameObject.AddComponent <NewObjectSpawner> ();
        MonsterManipulation.SetProjectile(0, MonsterProjectile);
        MonsterManipulation.SetToEnablePooling(0, false);

        if (GetComponent <CalculateChecks> ())
        {
            calculateChecks = GetComponent <CalculateChecks> ();
        }
        else
        {
            calculateChecks = gameObject.AddComponent <CalculateChecks> ();
        }
        calculateChecks.ChangeLayerMask(whatIsGround);
        calculateChecks.Set_ColliderIndent(ColliderIndent);

        StartCoroutine(C_StartAI());
    }
    void Start()
    {
        EventManager.resetObjects += Reset;
        startingPosition           = gameObject.transform.position;

        anim = GetComponent <Animator>();
        if (DefaultFacingRight)
        {
            Vector3 theScale = transform.localScale;
            theScale.x          *= -1;
            transform.localScale = theScale;

            Canvas[] childCanvases = GetComponentsInChildren <Canvas> ();
            foreach (Canvas child in childCanvases)
            {
                theScale    = child.transform.localScale;
                theScale.x *= -1;
                child.transform.localScale = theScale;
            }
        }

        MonsterManipulation = gameObject.AddComponent <NewObjectSpawner> ();
        MonsterManipulation.SetProjectile(0, MonsterProjectile);
        MonsterManipulation.SetToEnablePooling(0, false);

//		MonsterManipulation.AddSelfToList (0);
//		MonsterManipulation.ChangeColor_Children (0, 1f);
//		MonsterManipulation.SetColor_Random (0);
//		MonsterManipulation.SetKinematicObjects (0, false);
//		ScaleModifier = gameObject.transform.localScale.x;

        if (GetComponent <CalculateChecks> ())
        {
            calculateChecks = GetComponent <CalculateChecks> ();
        }
        else
        {
            calculateChecks = gameObject.AddComponent <CalculateChecks> ();
        }
        calculateChecks.ChangeLayerMask(whatIsGround);

        StartCoroutine(C_StartAI());
    }
Beispiel #4
0
    public virtual void Start()
    {
        EventManager.resetObjects += Reset;
        HPModuleScript             = GetComponent <HPModule> ();
        if (HPModuleScript != null)
        {
            HPModuleScript.On_HPModule_Death += OnMonsterDeath;
        }

        if (GetComponent <CalculateChecks> ())
        {
            calculateChecks = GetComponent <CalculateChecks> ();
        }
        else
        {
            calculateChecks = gameObject.AddComponent <CalculateChecks> ();
        }
        calculateChecks.ChangeLayerMask(whatIsSolid);
        calculateChecks.Set_ColliderIndent(ColliderIndent);
        calculateChecks.Set_BackwardsSprite_X(DefaultFacingLeft);

        anim             = GetComponent <Animator>();
        startingPosition = gameObject.transform.position;

        if (DefaultFacingLeft)
        {
            facingRight = false;
        }
        else
        {
            facingRight = true;
        }

        List <MethodInfo> allTheFunctions = GetFunctionList();

        PassiveAIAction    = (CustomAIAction)Delegate.CreateDelegate(typeof(CustomAIAction), this, allTheFunctions[PassiveAINumber]);
        AlertAIAction      = (CustomAIAction)Delegate.CreateDelegate(typeof(CustomAIAction), this, allTheFunctions[AlertAINumber]);
        AggressiveAIAction = (CustomAIAction)Delegate.CreateDelegate(typeof(CustomAIAction), this, allTheFunctions[AggressiveAINumber]);

        StartCoroutine(C_StartAI());
        StartCoroutine(C_CalculateSurroundings());
    }