// ======================================================================================
    // PROTECTED MEMBERS - RUNTIMEMONOBEHAVIOUR
    // ======================================================================================
    override protected void StartPhase()
    {
        base.StartPhase();

        InitializeValues();

        m_rb = this.GetComponent <Rigidbody2D>();

        m_collider = this.GetComponent <CompositeCollider2D>();
        if (m_collider == null)
        {
#if UNITY_EDITOR
            Debug.Assert(this.GetComponents <Collider2D>().Length == 1, this.gameObject.name + " - PlayerController : Player must have a single collider or many colliders with a composite collider!");
#endif
            m_collider = this.GetComponent <Collider2D>();
        }

        m_collisionCtlr = this.gameObject.GetComponent <CollisionCtlr>();

        m_input = this.GetComponent <PlayerInputCtlr>();


        // state
        IsGrounded    = false;
        IsWallSnapped = false;
        IsEjecting    = false;
        IsDashing     = false;

        ForwardDir = eDirection.Right;
    }
    // ======================================================================================
    // PUBLIC MEMBERS
    // ======================================================================================
    override protected void StartPhase()
    {
        m_control   = this.GetComponent <PlayerController>();
        m_input     = this.GetComponent <PlayerInputCtlr>();
        IsAttacking = false;

        EquipWeap = eWeapon.Fists;

        PunchOffset.x     = 1f;
        PunchOffset.y     = 0.8f;
        PunchHitboxSize.x = 0.6f;
        PunchHitboxSize.y = 0.6f;
        m_fistStartDelay  = 0.3f;

        SaberOffset.x      = 1f;
        SaberOffset.y      = 1f;
        ThrowSaberOffset.x = 1.1f;
        ThrowSaberOffset.y = 0.75f;
        SaberHitboxSize.x  = 1f;
        SaberHitboxSize.y  = 1f;
        m_saberStartDelay  = 0.3f;

        m_numberOfBullets   = 1;
        m_bulletsShot       = 0;
        PistolOffset.x      = 0.9f;
        PistolOffset.y      = 0.95f;
        ThrowPistolOffset.x = 1.1f;
        ThrowPistolOffset.y = 1.35f;
        m_pistolStartDelay  = 0.3f;

        StompOffset.x     = 0;
        StompOffset.y     = 0.1f;
        StompHitboxSize.x = 0.35f;
        StompHitboxSize.y = 0.01f;
    }
Beispiel #3
0
    // ======================================================================================
    // PUBLIC MEMBERS - DAMAGE METHODS
    // ======================================================================================
    override protected void StartPhase()
    {
        m_player  = this.GetComponentInParent <PlayerInputCtlr>();
        m_nbLives = 1;

        IsDead    = false;
        IsStunned = false;
    }
Beispiel #4
0
 // ======================================================================================
 protected override void StartPhase()
 {
     base.StartPhase();
     m_input = this.gameObject.GetComponent <PlayerInputCtlr>();
 }
    public void MSG_Death()
    {
        PlayerInputCtlr playerInputCtlr = this.gameObject.GetComponent <PlayerInputCtlr>();

        RoundReferee.RegisterDeath((int)playerInputCtlr.m_nbPlayer);
    }
 // Use this for initialization
 void Start()
 {
     m_weapon = this.GetComponentInChildren <WeaponWatcher>();
     m_input  = this.GetComponent <PlayerInputCtlr>();
     m_attack = this.GetComponent <PlayerAttack>();
 }
 // Use this for initialization
 void Start()
 {
     m_input = this.gameObject.GetComponent <PlayerInputCtlr>();
 }