public void OnBackGroundCollision(GameObject projectile, MovementCheck movementCheck) { Debug.Log("STICKY!!!"); projectile.transform.parent.GetComponent <ProjectileMovement>().rotateNow = false; projectile.GetComponent <ProjectileCollision> ().collideWithBack = false; projectile.transform.parent.GetComponent <ProjectileMovement> ().tempSpeed = 0; }
void Awake() { movementCheck = GetComponentInChildren <MovementCheck>(); myJump = GetComponentInChildren <EnemyJump>(); collisionMask = LayerMask.GetMask("Ground"); calculateRays(); }
public void OnBackGroundCollision(GameObject projectile, MovementCheck movementCheck) { projectile.transform.parent.GetComponent <ProjectileMovement>().rotateNow = false; Vector2 dir = Vector2.Reflect(projectile.transform.parent.position, movementCheck.hit2d.normal); projectile.transform.parent.eulerAngles = new Vector3(0, 0, Mathf.Atan2(dir.x, dir.y) * Mathf.Rad2Deg); }
public void breakWall() { hp--; if (hp <= 0 && canBreak) { canBreak = false; MovementCheck move = GameObject.FindWithTag("Player").GetComponentInChildren <MovementCheck>(); move.destroyBlock(transform); Destroy(gameObject); } }
private void Update() { if (!Input.GetMouseButtonDown(0)) return; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (!Physics.Raycast(ray, out hit)) return; print(hit.point); if (!MovementCheck.CheckedTiles[Mathf.RoundToInt(hit.point.x), Mathf.RoundToInt(hit.point.y)])return; transform.position = new Vector3(Mathf.RoundToInt(hit.point.x), Mathf.RoundToInt(hit.point.y), transform.position.z); MovementCheck.Check(_gridGenerator.GridDataArray, _playerMovementValue, transform.position); }
void HandlePlayerMove(Player p, Position next, byte rotX, byte rotY) { if (!Game.RoundInProgress || p.level != Game.Map) { return; } bool reverted = MovementCheck.DetectNoclip(p, next) || MovementCheck.DetectSpeedhack(p, next, ZSConfig.MaxMoveDistance); if (reverted) { p.cancelmove = true; } }
void Awake() { myStats = GetComponent <PlayerStats>(); anim = GetComponent <Animator>(); r = GetComponent <SpriteRenderer>(); jumpCheck = GetComponentInChildren <JumpCheck>(); weaponSprite = GetComponentInChildren <WeaponSpriteController>(); grapple = GetComponentInChildren <Grapple>(); slopeCheckBottom = GetComponentInChildren <SlopeCheckBottom>(); slopeCheckTop = GetComponentInChildren <SlopeCheckTop>(); movementCheck = GetComponentInChildren <MovementCheck>(); collisionMask = LayerMask.GetMask("Ground"); calculateRays(); updateRaycastOrigins(); }
void Awake() { movementCheck = this.GetComponent <MovementCheck> (); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); movementCheck = GetComponentInChildren <MovementCheck>(); movement = GetComponent <BasicEnemyMovement>(); }
void Awake() { temp = GetComponent <MovementCheck>(); movement = GetComponentInParent <BasicEnemyMovement>(); }
private void Start () { MovementCheck.Check(_gridGenerator.GridDataArray, _playerMovementValue, transform.position); }
public void OnBackGroundCollision(GameObject projectile, MovementCheck movementCheck) { }
public void OnBackGroundCollision(GameObject projectile, MovementCheck movementCheck) { projectile.SetActive(false); }
// Use this for initialization void Start() { mc = this.GetComponent <MovementCheck> (); reflection = transform.GetChild(0).GetComponent <Reflection> (); }