private void Start() { animator = GetComponent <Animator>(); EnemyMovementController = GetComponent <EnemyMovementController>(); SceneLinkedSMB <EnemyLogic> .Initialise(animator, this); }
private void OnEnable() { animator = GetComponent <Animator>(); SceneLinkedSMB <BaseServantBehavior> .Initialise(animator, this); agent = GetComponent <NavMeshAgent>(); }
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); }
void OnSpawned() { if (localEM == null) { localEM = GetComponentInParent <GOLocalEventManager>(); } SceneLinkedSMB <AnimationEventManager> .Initialise(GetComponent <Animator>(), this); }
private void Awake() { Animator anim = GetComponentInChildren <Animator>(); if (anim != null) { SceneLinkedSMB <CharacterData> .Initialise(anim, this); } }
private void Awake() { PoolGameobj = new GameObject("PoolGameobj"); m_Animator = GetComponent <Animator>(); SceneLinkedSMB <WeaponTaker> .Initialise(GetComponent <Animator>(), this); BulletsPool = GetComponent <ABulletsPool>(); m_Status = GetComponent <Status>(); }
private void Start() { m_Img = GetComponent <Image>(); m_Animator = GetComponent <Animator>(); if (m_Animator) { SceneLinkedSMB <ButtonBehaviour> .Initialise(m_Animator, this); } }
private void Start() { characterController = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); mainCameraTransform = Camera.main.transform; chestTransform = animator.GetBoneTransform(HumanBodyBones.Spine); SceneLinkedSMB <PlayerMovementController> .Initialise(animator, this); }
private void OnEnable() { SceneLinkedSMB <Enemy> .Initialise(animator, this); enemyCollider.enabled = true; health.CurrentValue = health.BaseValue; mana.CurrentValue = mana.BaseValue; isDead = false; OriginalPosition = transform.position; }
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(); }
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); }
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(); }
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); }
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(); }
private void OnEnable() { SceneLinkedSMB <PlayerBehaviour> .Initialise(animator, this); if (playerCharacter != null) { playerCharacter.onDamage += OnDamage; } if (playerCharacter != null) { playerCharacter.onDead += OnDead; } }
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; }
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; }
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); }
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); }
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; } }
// 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(); }
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)); //} }
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; }
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); }