Beispiel #1
0
        private void Start()
        {
            animator = GetComponent <Animator>();
            EnemyMovementController = GetComponent <EnemyMovementController>();

            SceneLinkedSMB <EnemyLogic> .Initialise(animator, this);
        }
Beispiel #2
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    private void OnEnable()
    {
        animator = GetComponent <Animator>();
        SceneLinkedSMB <BaseServantBehavior> .Initialise(animator, this);

        agent = GetComponent <NavMeshAgent>();
    }
Beispiel #3
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    private void Awake()
    {
        _animator         = GetComponent <Animator>();
        _physicObject     = GetComponent <PhysicObject>();
        _playerController = GetComponent <PlayerController>();

        SceneLinkedSMB <PlayerData> .Initialise(_animator, this);
    }
    private void Start()
    {
        SceneLinkedSMB <BoyController> .Initialise(animator, this);

        distanceFromPlayerVector = new Vector3(distanceFromPlayer, 0);

        transform.position = PlayerCharacter.PlayerInstance.transform.position - distanceFromPlayerVector;
    }
 public void ShapeInit()
 {
     m_animator     = ShapeList[shapeIndex].GetComponent <Animator>();
     m_collider     = ShapeList[shapeIndex].GetComponent <Collider2D>();
     m_sprite       = ShapeList[shapeIndex].GetComponent <SpriteRenderer>();
     m_sprite.flipX = false;
     SceneLinkedSMB <PlayerController> .Initialise(m_animator, this);
 }
Beispiel #6
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        void OnSpawned()
        {
            if (localEM == null)
            {
                localEM = GetComponentInParent <GOLocalEventManager>();
            }

            SceneLinkedSMB <AnimationEventManager> .Initialise(GetComponent <Animator>(), this);
        }
Beispiel #7
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        private void Awake()
        {
            Animator anim = GetComponentInChildren <Animator>();

            if (anim != null)
            {
                SceneLinkedSMB <CharacterData> .Initialise(anim, this);
            }
        }
Beispiel #8
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    private void Awake()
    {
        PoolGameobj = new GameObject("PoolGameobj");
        m_Animator  = GetComponent <Animator>();
        SceneLinkedSMB <WeaponTaker> .Initialise(GetComponent <Animator>(), this);

        BulletsPool = GetComponent <ABulletsPool>();
        m_Status    = GetComponent <Status>();
    }
Beispiel #9
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 private void Start()
 {
     m_Img      = GetComponent <Image>();
     m_Animator = GetComponent <Animator>();
     if (m_Animator)
     {
         SceneLinkedSMB <ButtonBehaviour> .Initialise(m_Animator, this);
     }
 }
Beispiel #10
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        private void Start()
        {
            characterController = GetComponent <CharacterController>();
            animator            = GetComponent <Animator>();
            mainCameraTransform = Camera.main.transform;
            chestTransform      = animator.GetBoneTransform(HumanBodyBones.Spine);

            SceneLinkedSMB <PlayerMovementController> .Initialise(animator, this);
        }
Beispiel #11
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        private void OnEnable()
        {
            SceneLinkedSMB <Enemy> .Initialise(animator, this);

            enemyCollider.enabled = true;
            health.CurrentValue   = health.BaseValue;
            mana.CurrentValue     = mana.BaseValue;
            isDead           = false;
            OriginalPosition = transform.position;
        }
Beispiel #12
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        public void Start()
        {
            PlayerBehaviour player = GameObject.Find(targetName).GetComponent <PlayerBehaviour>();

            Skill            = player.GetPropValue <CooldownSkill>(skillName);
            Skill.OnExecute += TransitionToCooldownStart;
            _Animator        = GetComponent <Animator>();
            SceneLinkedSMB <CooldownSkillUI> .Initialise(_Animator, this);

            UpdateUI();
        }
    public override void WakeUp(Vector2 info)
    {
        enemyBehaviour.SetMoveVector(Vector2.zero);
        instance.transform.position = info;
        instance.SetActive(true);
        damageable.SetHealth(damageable.startingHealth);
        damageable.DisableInvulnerability();
        enemyBehaviour.contactDamager.EnableDamage();
        SceneLinkedSMB <EnemyBehaviour> .Initialise(enemyBehaviour.GetComponent <Animator>(), enemyBehaviour);

        enemyBehaviour.EndAttack();
    }
Beispiel #14
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    private void OnEnable()
    {
        character.onDead   += OnDead;
        character.onDamage += OnDamage;

        SceneLinkedSMB <EnemyMeleeController> .Initialise(animator, this);

        SetActiveCollider(true);
        //SetActiveDamageBall(false);

        spawnPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z);
    }
Beispiel #15
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        private void Start()
        {
            SceneLinkedSMB <PlayerCharacter> .Initialise(m_animator, this);

            m_startingPosition   = transform.position;
            m_startingFacingLeft = GetFacing() < 0.0f;
            m_flickeringWait     = new WaitForSeconds(FlickeringDuration);

            HurtJumpAngle   = Mathf.Clamp(HurtJumpAngle, k_minHurtJumpAngle, k_maxHurtJumpAngle);
            m_hurtJumpAngle = Mathf.Tan(Mathf.Deg2Rad * HurtJumpAngle);
            DisableMeleeAttack();
        }
Beispiel #16
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 void Start()
 {
     _DustEffectPool = GetComponent <DustEffectPool>();
     Body            = GetComponent <Rigidbody>();
     _GroundChecker  = transform.GetChild(0);
     _Camera         = Camera.main;
     _Animator       = GetComponent <Animator>();
     Damageable      = GetComponent <Damageable>();
     DashSkill       = new DashSkill(this);
     _itemHandler    = GetComponent <ItemHandler>();
     SceneLinkedSMB <PlayerBehaviour> .Initialise(_Animator, this);
 }
Beispiel #17
0
    public override void WakeUp(Vector2 info)
    {
        enemyBehaviour.SetMoveVector(Vector2.zero);
        instance.transform.position = info;
        instance.SetActive(true);
        damageable.SetHealth(damageable.startingHealth);
        damageable.DisableInvulnerability();
        enemyBehaviour.contactDamager.EnableDamage();//contactDamager o daño por contacto es un transform con el script adjunto Damager e invoca y habilita el daño en todo momento
        SceneLinkedSMB <EnemyBehaviour> .Initialise(enemyBehaviour.GetComponent <Animator>(), enemyBehaviour);

        enemyBehaviour.EndAttack();
    }
Beispiel #18
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    private void OnEnable()
    {
        SceneLinkedSMB <PlayerBehaviour> .Initialise(animator, this);

        if (playerCharacter != null)
        {
            playerCharacter.onDamage += OnDamage;
        }

        if (playerCharacter != null)
        {
            playerCharacter.onDead += OnDead;
        }
    }
Beispiel #19
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    protected virtual void Start()
    {
        SceneLinkedSMB <BossBehaviour> .Initialise(m_Animator, this);

        m_LocalBounds = new Bounds();
        int count = m_CharacterController2D.Rigidbody2D.GetAttachedColliders(s_ColliderCache);

        for (int i = 0; i < count; ++i)
        {
            m_LocalBounds.Encapsulate(transform.InverseTransformBounds(s_ColliderCache[i].bounds));
        }
        m_Filter              = new ContactFilter2D();
        m_Filter.layerMask    = m_CharacterController2D.groundedLayerMask;
        m_Filter.useLayerMask = true;
        m_Filter.useTriggers  = false;
    }
Beispiel #20
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    void Start()
    {
        m_Animator    = GetComponent <Animator>();
        m_Rigidbody2D = GetComponent <Rigidbody2D>();
        m_Collider2D  = GetComponent <Collider2D>();
        m_AudioSource = GetComponent <AudioSource>();

        SceneLinkedSMB <Player> .Initialise(m_Animator, this);

        Physics2D.queriesStartInColliders = false;
        m_ContactFilter.layerMask         = LayerMask.NameToLayer("Everything");
        m_ContactFilter.useLayerMask      = true;
        m_ContactFilter.useTriggers       = false;

        m_PrevPosition = m_Rigidbody2D.position;
        m_NextPosition = m_Rigidbody2D.position;
    }
Beispiel #21
0
    private void OnEnable()
    {
        this.transform.localPosition = Vector3.zero;

        character.onDead   += OnDead;
        character.onDamage += OnDamage;

        SceneLinkedSMB <ZombieBehaviour> .Initialise(animator, this);

        SetAnimationSpeed("WanderSpeed", wanderAnimationSpeed);
        SetAnimationSpeed("FollowSpeed", followAnimationSpeed);

        SetActiveCollider(true);
        SetActiveDamageBall(false);

        spawnPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z);
    }
Beispiel #22
0
        private void Start()
        {
            _dead             = false;
            _collider.enabled = true;

            _moveVector = Vector3.right;
            meleeDamager.EnableDamage();

            Collider2D[] _colliderCache = new Collider2D[16];
            _localBounds = new Bounds();
            int count = _controller.Rigidbody2D.GetAttachedColliders(_colliderCache);

            for (int i = 0; i < count; ++i)
            {
                _localBounds.Encapsulate(transform.InverseTransformBounds(_colliderCache[i].bounds));
            }
            SceneLinkedSMB <EnemyBehaviour> .Initialise(_animator, this);
        }
    // Start is called before the first frame update
    void Start()
    {
        SceneLinkedSMB <PlayerBehaviour> .Initialise(dataBase.animator, this);

        spriteRenderer.flipX = spriteOriginallyFacesRight;

        m_CurrentGravity    = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        m_OriginallyGravity = m_CurrentGravity;
        m_JumpVelocity      = Mathf.Abs(m_CurrentGravity) * timeToJumpApex;

        m_TimeToLeapHeight            = -wallLeapVelocity.y / m_CurrentGravity;
        m_OriginallyAirborneAccelProp = airborneAccelProportion;


        m_DashDeceleration = (2 * dashDistance) / Mathf.Pow(timeToDashPoint, 2);
        m_DashVelocity     = m_DashDeceleration * timeToDashPoint;

        m_WallLeapingEndWait = new WaitForSeconds(m_TimeToLeapHeight);
    }
Beispiel #24
0
    private void Start()
    {
        SceneLinkedSMB <MeleeEnemyBase> .Initialise(m_Animator, this);

        m_LocalBounds = new Bounds();
        int count = m_CharacterController2D.Rigidbody2D.GetAttachedColliders(s_ColliderCache);

        for (int i = 0; i < count; ++i)
        {
            m_LocalBounds.Encapsulate(transform.InverseTransformBounds(s_ColliderCache[i].bounds));
        }
        m_Filter              = new ContactFilter2D();
        m_Filter.layerMask    = m_CharacterController2D.groundedLayerMask;
        m_Filter.useLayerMask = true;
        m_Filter.useTriggers  = false;

        if (meleeDamager)
        {
            m_LocalDamagerPosition = meleeDamager.transform.localPosition;
        }
    }
Beispiel #25
0
    // Start is called before the first frame update
    void Start()
    {
        //애니메이션 링크를 초기화.
        SceneLinkedSMB <PlayerBehaviour> .Initialise(dataBase.animator, this);

        //스프라이트의 좌우를 초기화.
        spriteRenderer.flipX = spriteOriginallyFacesRight;

        //물리부 초기화.
        m_CurrentGravity    = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        m_OriginallyGravity = m_CurrentGravity;
        m_JumpVelocity      = Mathf.Abs(m_CurrentGravity) * timeToJumpApex;

        m_TimeToLeapHeight            = -wallLeapVelocity.y / m_CurrentGravity;
        m_OriginallyAirborneAccelProp = airborneAccelProportion;


        m_DashDeceleration = (2 * dashDistance) / Mathf.Pow(timeToDashPoint, 2);
        m_DashVelocity     = m_DashDeceleration * timeToDashPoint;

        m_WallLeapingEndWait = new WaitForSeconds(m_TimeToLeapHeight);
        SceneController.Instance.gameObject.GetComponent <ControllerSets>().InitializeKeySet();
    }
Beispiel #26
0
    void Start()
    {
        Target = PlayerController.PlayerInstance.transform;
        Transform PatrolPosition = transform.Find("PatrolPosition");

        if (PatrolPosition)
        {
            PatrolList = new Vector2[PatrolPosition.childCount];
            for (int i = 0; i < PatrolPosition.childCount; i++)
            {
                PatrolList[i] = PatrolPosition.GetChild(i).position;
            }
        }

        SceneLinkedSMB <EnemyController> .Initialise(m_animator, this);

        //m_LocalBounds = new Bounds();
        //int count = m_body.Rigidbody2D.GetAttachedColliders(s_ColliderCache);
        //for (int i = 0; i < count; ++i)
        //{
        //    m_LocalBounds.Encapsulate(transform.InverseTransformBounds(s_ColliderCache[i].bounds));
        //}
    }
Beispiel #27
0
    void Start()
    {
        hurtJumpAngle    = Mathf.Clamp(hurtJumpAngle, minHurtJumpAngle, maxHurtJumpAngle);
        tanHurtJumpAngle = Mathf.Tan(Mathf.Deg2Rad * hurtJumpAngle);
        flickeringWait   = new WaitForSeconds(flickeringDuration);

        meleeDamager.DisableDamage();

        shotSpawnGap  = 1f / shotsPerSecond;
        nextShotTime  = Time.time;
        shotSpawnWait = new WaitForSeconds(shotSpawnGap);

        if (!Mathf.Approximately(maxHorizontalDeltaDampTime, 0f))
        {
            float maxHorizontalDelta = maxSpeed * cameraHorizontalSpeedOffset + cameraHorizontalFacingOffset;
            camFollowHorizontalSpeed = maxHorizontalDelta / maxHorizontalDeltaDampTime;
        }

        if (!Mathf.Approximately(maxVerticalDeltaDampTime, 0f))
        {
            float maxVerticalDelta = cameraVerticalInputOffset;
            camFollowVerticalSpeed = maxVerticalDelta / maxVerticalDeltaDampTime;
        }

        SceneLinkedSMB <PlayerCharacter> .Initialise(animator, this);

        startingPosition   = transform.position;
        startingFacingLeft = (GetFacing() < 0.0f);

        wallSlideCooldownTimeRemaining = wallSlideCooldownDuration;
        wallSlideTimeRemaining         = wallSlideTimeoutDuration;

        DisableWallSlide();
        //DisableShield();
        // LoseSword();
        // DisableRangedAttack();
    }
    private void Start()
    {
        SceneLinkedSMB <EnemyBehaviour> .Initialise(animator, this);

        localBounds = new Bounds();
        int count = characterController2D.Rigidbody.GetAttachedColliders(colliderCache);

        for (int i = 0; i < count; i++)
        {
            localBounds.Encapsulate(transform.InverseTransformBounds(colliderCache[i].bounds));
        }

        filter              = new ContactFilter2D();
        filter.layerMask    = obstacles;
        filter.useLayerMask = true;
        filter.useTriggers  = false;

        if (meleeDamager)
        {
            localDamagerPosition = meleeDamager.transform.localPosition;
        }

        startPosition = transform.position;
    }
Beispiel #29
0
    private void OnEnable()
    {
        SceneLinkedSMB <PlayerController> .Initialise(m_Animator, this);

        m_Renderers = GetComponentsInChildren <Renderer>();
    }
 //METHODS
 private void OnEnable()
 {
     animator.Play(hashIdle, -1, 1);
     SceneLinkedSMB <AIBehaviour> .Initialise(animator, this);
 }