public InstallmentMovement(Guid id, decimal value, int months, EMonths startMonth, string description, EMovementCategory category,
                            EMovementType type, Guid accountId, Guid userId, DateTime createdOn, DateTime?updatedOn)
     : base(id, value, description, category, type, accountId, userId, createdOn, updatedOn)
 {
     Months     = months;
     StartMonth = startMonth;
 }
Beispiel #2
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    /// <summary>
    /// Updates the movement type of our character. If we return true, it means that our movement type has
    /// changed
    /// </summary>
    /// <returns></returns>
    private void SetMovementType(EMovementType NewMovementType)
    {
        if (NewMovementType == CurrentMovementType)
        {
            return;
        }
        int PreviousMovementType = (int)CurrentMovementType;

        EndMovementType(CurrentMovementType);
        CurrentMovementType = NewMovementType;

        switch (CurrentMovementType)
        {
        case EMovementType.STANDING:
            RemainingDoubleJumps = DoubleJumpCount;
            break;

        case EMovementType.CROUCH:
            AssociatedCollider.ColliderSize.y = CrouchingHeight;
            break;

        case EMovementType.IN_AIR:

            break;
        }
        CharacterAnimator.SetInteger(ANIM_MOVEMENT_STATE, (int)CurrentMovementType);
        CharacterAnimator.SetTrigger(ANIM_MOVEMENT_STATE_UPDATED);
    }
        public void SetMovementType(EMovementType type)
        {
            this.Type = type;

            if (this.Type != EMovementType.Credit)
            {
                this.Value *= -1;
            }
        }
Beispiel #4
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 public CreateMovementCommand(Guid userId, Guid accountId, string description, decimal value, EMovementCategory category, EMovementType type)
 {
     UserId      = userId;
     AccountId   = accountId;
     Description = description;
     Value       = value;
     Type        = type;
     Category    = category;
 }
 public Movement(Guid id, decimal value, string description, EMovementCategory category, EMovementType type,
                 Guid accountId, Guid userId, DateTime createdOn)
     : base(id, createdOn, null)
 {
     Value       = value;
     Description = description;
     Category    = category;
     Type        = type;
     AccountId   = accountId;
     UserId      = userId;
 }
 public Movement(decimal value, string description, EMovementCategory category, EMovementType type,
                 Guid accountId, Guid userId)
     : base()
 {
     Type        = type;
     Value       = Type == EMovementType.Credit ? value : (value * -1);
     Description = description;
     Category    = category;
     AccountId   = accountId;
     UserId      = userId;
 }
 public CreateInstallmentMovementCommand(Guid userId, Guid accountId, string description,
                                         decimal value, int months, EMonths startMonth, EMovementCategory category, EMovementType type)
 {
     UserId      = userId;
     AccountId   = accountId;
     Description = description;
     Value       = value;
     Category    = category;
     Type        = type;
     StartMonth  = startMonth;
     Months      = months;
 }
Beispiel #8
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    /// <summary>
    /// Call this method when leaving a movement state
    /// </summary>
    /// <param name="MovementTypeToEnd"></param>
    private void EndMovementType(EMovementType MovementTypeToEnd)
    {
        switch (MovementTypeToEnd)
        {
        case EMovementType.STANDING:

            break;

        case EMovementType.CROUCH:
            AssociatedCollider.ColliderSize.y = StandingHeight;
            break;

        case EMovementType.IN_AIR:

            break;
        }
    }
        // Устанавливает класс управляющий персонажем
        public void setMovementType(EMovementType movementType)
        {
            if (this.movementType.Equals(movementType)) return;

            this.movementType=movementType;
            switch(movementType){
                case EMovementType.inground:
                    currentMovement = ingroundMovement;
                break;
                case EMovementType.inwater:
                    currentMovement = inwaterMovement;
                break;
                case EMovementType.underwater:
                    currentMovement = underwaterMovement;
                break;
            }
        }
Beispiel #10
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        public void StartMovement(Vector2 source, Vector2 destination, EMovementType eMovementType)
        {
            startPos = spriteNode.Position = source;
            destPos  = eMovementType == EMovementType.Jump ? source : destination;   // set destination equal to source if jumping

            if (eMovementType != EMovementType.Jump && Mathf.Abs(destPos.x - startPos.x) > 10)
            {
                isLookingRight = spriteNode.Scale.x > 0;

                bool isMovingRight = destPos.x - startPos.x > 0;

                if (isLookingRight != isMovingRight)
                {
                    FlipEntity();
                }
            }

            this.eMovementType = eMovementType;
            isRunning          = true;

            animStopwatch.Reset();
            animStopwatch.Start();
        }
 public InstallmentMovement(decimal value, int months, EMonths startMonth, string description, EMovementCategory category, EMovementType type,
                            Guid accountId, Guid userId)
     : base(value, description, category, type, accountId, userId)
 {
     Months     = months;
     StartMonth = startMonth;
 }
        void Start()
        {
            actions = playerHands.GetComponent<Actions>();

            movementType = EMovementType.inground;

                    // инициализируем контроллеры движения
                ingroundMovement = gameObject.GetComponent<IngroundMovements>();
                if (ingroundMovement==null)
                    ingroundMovement = gameObject.AddComponent<IngroundMovements>();
                ingroundMovement.setUp(actions, mouseLook, fovKick, headBob, jumpBob, attackController);

                underwaterMovement = gameObject.GetComponent<UnderwaterMovements>();
                if (underwaterMovement == null)
                    underwaterMovement = gameObject.AddComponent<UnderwaterMovements>();
                underwaterMovement.setUp(actions, mouseLook, fovKick, headBob, jumpBob, attackController);

                inwaterMovement = gameObject.GetComponent<InwaterMovements>();
                if (inwaterMovement == null)
                    inwaterMovement = gameObject.AddComponent<InwaterMovements>();
                inwaterMovement.setUp(actions, mouseLook, fovKick, headBob, jumpBob, attackController);

            currentMovement = ingroundMovement;
        }