/// <summary>
        /// Properties belonging to the standard character model only
        /// </summary>
        void StandardModelProperties()
        {
            StandardMovement movement = CreateBehavior <StandardMovement>() as StandardMovement;

            movement.CanMoveOnXAxis = canMoveOnXAxis;
            movement.CanMoveOnYAxis = canMoveOnYAxis;
            movement.SpeedLimitX    = speedLimitX;
            movement.SpeedLimitY    = speedLimitY;
        }
Beispiel #2
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    private void Start()
    {
        navigation = GetComponent <ObjectNavigation>();
        navigation.OnNodeReached += OnNodeReached;

        feedback = GetComponent <ObjectUserFeedback>();

        currentTranslateType = new StandardMovement(navigation.ObjectSpeedModifyer, navigation.NodeToNodeTime, navigation.LastTarget.position);
        feedback.AddFunctionNameToTextMesh(currentTranslateType.CurrentFunctionName() + "\n");
    }
Beispiel #3
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		/// <summary>
		/// Properties belonging to the standard character model only
		/// </summary>
		void StandardModelProperties ()
		{
			StandardCharacterModel standardModel = Model as StandardCharacterModel;
			StandardJump standardJump = CreateBehavior<StandardJump> () as StandardJump;

			StandardMovement movement = CreateBehavior<StandardMovement> () as StandardMovement;
			movement.CanMoveOnXAxis = true;
			movement.CanMoveOnYAxis = false;
			movement.SpeedLimitX = standardModel.jumpSpeedLimitX;
		}
Beispiel #4
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 private void MovableUnitNodeSet(StandardMovement unitMovement, Node node)
 {
     // TODO Refactor
     if (unitMovement)
     {
         // TODO Refactor expensive GetComponent call
         NodeUnit unit = unitMovement.GetComponent <NodeUnit>();
         //
         var pathToNode = Pathfinder.GetPathOfTypeForUnit
                          (
             unitMovement.CurrentNode,
             this,
             Pathfinder.PathfindingType.Ground,
             unit
                          );
         _nodeVisuals.SetMovableToVisualState(pathToNode != null);
     }
     else
     {
         _nodeVisuals.SetMovableToVisualState(true);
     }
 }
Beispiel #5
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 private void Awake()
 {
     _standardMovement = GetComponent <StandardMovement>();
 }
    private void Start()
    {
        StandardMovement movement = GetComponent <StandardMovement>();

        movement._canTraverseTerrainMap.Add(_terrainType, this);
    }