Beispiel #1
0
 void Start()
 {
     state             = GetComponent <Player_State>();
     animator          = GetComponent <Player_Animator>();
     timers            = GetComponent <Player_Timers>();
     attributes        = state.attributes;
     speedManager      = GetComponent <Speed_Manager>();
     leftWallCheck     = gameObject.transform.GetChild(2).gameObject.GetComponent <WallCheck>();
     rightWallCheck    = gameObject.transform.GetChild(3).gameObject.GetComponent <WallCheck>();
     velocity          = speedManager.velocity;
     onWall            = state.onWall;
     control           = state.control;
     dashing           = state.dashing;
     dashReady         = state.dashReady;
     dashAttacking     = state.dashAttacking;
     stunned           = state.stunned;
     input             = state.input;
     dashDir           = state.dashDir;
     dash              = state.dash;
     dashCooldownTimer = timers.dashCooldownTimer;
     dashAttackTimer   = timers.dashCooldownTimer;
     dashTimer         = timers.dashTimer;
     momentumTimer     = timers.momentumTimer;
     moveSpeed         = attributes.moveSpeed;
     dashSpeed         = attributes.dashSpeed;
     dashCooldownTime  = attributes.dashCooldownTime;
     dashTime          = attributes.dashTime;
     dashAttackTime    = attributes.dashAttackTime;
     momentumTime      = attributes.momentumTime;
     collisionMask     = attributes.collisionMask;
 }
Beispiel #2
0
 void Start()
 {
     rb        = GetComponent <Rigidbody>();
     wallcheck = wallcheckObj.GetComponent <WallCheck>();
     animator  = donguri.GetComponent <Animator>();
     SetSpeed  = speed;
 }
Beispiel #3
0
    public void WallJump(Animator myAnimator, Rigidbody2D myRigidbody2D, WallCheck[] allWallChecks)
    {
        if(!lockWallJump)
        {
            foreach(WallCheck localWallCheck in allWallChecks)
            {
                if(localWallCheck.walled)
                {
                    lockWallJump = true;
                    if(myRigidbody2D.transform.localScale.x < 0)
                    {
                        myRigidbody2D.AddForce(new Vector2(myRigidbody2D.velocity.x + jumpForce.x, jumpForce.y));
                    }
                    else
                    {
                        myRigidbody2D.AddForce(new Vector2(myRigidbody2D.velocity.x - jumpForce.x, jumpForce.y));
                    }

                    if(!myAnimator.GetCurrentAnimatorStateInfo(0).IsName(jumpAnimationName))
                    {
                        myAnimator.SetTrigger(jumpAnimationTriggerName);
                    }
                    Invoke ("UnlockWallJump", lockTime);
                    break;
                }
            }
        }
    }
Beispiel #4
0
 void Start()
 {
     Enemy          = gameObject.transform.parent.gameObject;
     player         = GameObject.Find("Player");
     groundCheck    = player.transform.GetChild(1).gameObject.GetComponent <GroundCheck>();
     leftWallCheck  = player.transform.GetChild(2).gameObject.GetComponent <WallCheck>();
     rightWallCheck = player.transform.GetChild(3).gameObject.GetComponent <WallCheck>();
 }
Beispiel #5
0
 // Start is called before the first frame update
 void Start()
 {
     ren            = this.GetComponent <SpriteRenderer>();
     ren.enabled    = true;
     attacked       = false;
     groundCheck    = player.transform.GetChild(1).gameObject.GetComponent <GroundCheck>();
     leftWallCheck  = player.transform.GetChild(2).gameObject.GetComponent <WallCheck>();
     rightWallCheck = player.transform.GetChild(3).gameObject.GetComponent <WallCheck>();
 }
Beispiel #6
0
    // Use this for initialization
    void Start()
    {
        player       = GetComponent <Player>();
        Instructions = GameObject.FindGameObjectWithTag("InstructionCanvas");

        wallCheck = GetComponent <WallCheck>();

        //slopeRayHeight =
    }
 // Start is called before the first frame update
 void Start()
 {
     //Get the Rigid Body
     playerRB      = GetComponent <Rigidbody2D>();
     GroundChecker = GameObject.Find("GroundChecker").GetComponent <GroundCheck>();
     WallCheck     = GameObject.Find("WallDetecor").GetComponent <WallCheck>();
     Health        = 100;
     StartCoroutine("InvulTimer");
     StartCoroutine("Jump");
 }
Beispiel #8
0
    // Use this for initialization
    void Start () {
		idStore = GameObject.Find ("PlayerManager").GetComponent<PlayerIDs> ();
        GSManager = GameObject.Find("GameState").GetComponent<GameStateManager>();
		wallCheck = GetComponentInChildren<WallCheck>();
		if (isServer) {
			GSManager.AddPlayer (this.gameObject);
		}
		if (isLocalPlayer) {
			GSManager.StoreLocalPlayer (this);
		}
	}
 void Start()
 {
     state          = GetComponent <Player_State>();
     animator       = GetComponent <Player_Animator>();
     timers         = GetComponent <Player_Timers>();
     attributes     = state.attributes;
     leftWallCheck  = gameObject.transform.GetChild(2).gameObject.GetComponent <WallCheck>();
     rightWallCheck = gameObject.transform.GetChild(3).gameObject.GetComponent <WallCheck>();
     ReceiveValues();
     attackTime = attributes.attackTime;
 }
Beispiel #10
0
    private void Start()
    {
        groundChecker = GetComponentInChildren <GroundCheck>();
        try
        {
            speedDisplayObj = FindObjectOfType <SpeedDisplay>();
        }
        catch (NullReferenceException e)
        { }

        wallChecker = GetComponentInChildren <WallCheck>();
    }
    // Start is called before the first frame update
    void Start()
    {
        rb2d = GetComponent <Rigidbody2D>();
        gc   = GetComponentInChildren <GroundCheck>();
        wcs  = GetComponentsInChildren <WallCheck>();

        left  = wcs.OrderBy(x => x.transform.position.x).First();
        right = wcs.OrderBy(x => x.transform.position.x).Last();
        //Debug.Log(right.transform.position.x);


        aStrings = GetComponent <ActorMovementManager>().strings;
    }
Beispiel #12
0
    void Start()
    {
        agent    = GetComponent <NavMeshAgent>();
        obstacle = GetComponent <NavMeshObstacle>();
        animator = donguri.GetComponent <Animator>();
        rb       = GetComponent <Rigidbody>();
        if (wallcheckObj != null)
        {
            wallcheck = wallcheckObj.GetComponent <WallCheck>();
        }
        GameObject targetObject = target.gameObject;

        SetSpeed = Rspeed;
    }
Beispiel #13
0
 // Use this for initialization
 void Start()
 {
     idStore   = GameObject.Find("PlayerManager").GetComponent <PlayerIDs> ();
     GSManager = GameObject.Find("GameState").GetComponent <GameStateManager>();
     wallCheck = GetComponentInChildren <WallCheck>();
     if (isServer)
     {
         GSManager.AddPlayer(this.gameObject);
     }
     if (isLocalPlayer)
     {
         GSManager.StoreLocalPlayer(this);
     }
 }
Beispiel #14
0
 // Start is called before the first frame update
 void Start()
 {
     characterGroundedCheck = GetComponent <CharacterGroundedCheck>();
     characterState         = GetComponentInParent <CharacterState>();
     wallDetectionCollider  = transform.parent.GetComponentInChildren <WallDetectionCollider>();
     wallDetectionCollider.setTouchingWall += SetIsTouchingWall;
     wallCheck += WallAheadCheck;
     characterGroundedCheck.onEnterOverlapCircleDelegate = (collider2D) =>
     {
         if (characterState.isWallSliding)
         {
             characterState.isWallSliding = false;
         }
     };
     rb2D = GetComponentInParent <Rigidbody2D>();
 }
Beispiel #15
0
    // Start is called before the first frame update
    void Start()
    {
        agent     = GetComponent <NavMeshAgent>();
        obstacle  = GetComponent <NavMeshObstacle>();
        animator  = donguri.GetComponent <Animator>();
        bossanim  = donguri.GetComponent <BossBreathEvent>();
        particle  = BparticleObj.GetComponent <ParticleSystem>();
        tparticle = TparticleObj.GetComponent <ParticleSystem>();
        rb        = GetComponent <Rigidbody>();
        wallcheck = wallCheckObj.GetComponent <WallCheck>();
        GameObject targetObject = target.gameObject;

        timecount = 0;
        particle.Stop();
        tparticle.Stop();
        TSetSpeed = Tspeed;

        //サウンド
        Breath     = GetComponent <CriAtomSource>();
        stopBreath = true;
        Tackle     = TackleSound.GetComponent <CriAtomSource>();
    }
Beispiel #16
0
    // Use this for initialization
    void Start()
    {
        //finder scriptet GroundCheck, så det kan undersøges om figuren er grounded
        groundCheck = gameObject.GetComponentInChildren <GroundCheck>();
        wallCheck   = gameObject.GetComponentInChildren <WallCheck>();


        remainingJumps = JumpCount;

        if (GameManager.instance.DebugMode)
        {
            if (!this.CheckForComponent <Rigidbody2D>())
            {
                Debug.LogWarning("RigidBody Missing from Jump");
            }

            if (JumpPower < 1f || JumpCount < 1)
            {
                Debug.LogWarning("JumpPower or JumpCount too low");
            }
        }
    }
Beispiel #17
0
    // Use this for initialization
    void Start()
    {
        shop           = GetComponent <PlayerShop> ();
        playerBody     = GetComponent <Rigidbody2D> ();
        networkInfo    = GetComponent <NetSetup> ();
        carryControl   = GetComponent <CarryControl> ();
        anim           = GetComponent <Animator> ();
        gravityInitial = playerBody.gravityScale;
        wallCheck      = GetComponentInChildren <WallCheck> ();
        baitManager    = GetComponent <BaitManager> ();
        string[] controllers = Input.GetJoystickNames();
        foreach (string s in controllers)
        {
            Debug.Log(s);
        }
        if (controllers.Length > 0)
        {
            controllerEnabled = true;
        }
        input = new GeneralInput();
        input.controllerEnabled = controllerEnabled;
//
//		superJumpModeText = GameObject.Find ("PowerJumpMode").GetComponent<Text> ();
    }
Beispiel #18
0
 void Start()
 {
     rb        = GetComponent <Rigidbody>();
     wallcheck = GameObject.Find("WallCheck").GetComponent <WallCheck>();
     SetSpeed  = speed;
 }
Beispiel #19
0
 void Start()
 {
     check       = GetComponent <WallCheck>();
     helper      = new GameObject();
     helper.name = "HelperObject";
 }
Beispiel #20
0
	// Use this for initialization
	void Start () {
		shop = GetComponent<PlayerShop> ();
		playerBody = GetComponent<Rigidbody2D> ();
		networkInfo = GetComponent<NetSetup> ();
		carryControl = GetComponent<CarryControl> ();
		anim = GetComponent<Animator> ();
		gravityInitial = playerBody.gravityScale;
		wallCheck = GetComponentInChildren<WallCheck> ();
		baitManager = GetComponent<BaitManager> ();
		string[] controllers = Input.GetJoystickNames ();
		foreach (string s in controllers) {
			Debug.Log (s);
		}
		if (controllers.Length > 0) {
			controllerEnabled = true;
		}
		input = new GeneralInput ();
		input.controllerEnabled = controllerEnabled;
//
//		superJumpModeText = GameObject.Find ("PowerJumpMode").GetComponent<Text> ();
	}
Beispiel #21
0
    void Update()
    {
        /*if(loadingShot){
         *      Invoke("ChangeColor",0.2f);
         *      if(shotSound==false &&shotCount>=0.3f){
         *              sons[1].Play();
         *              shotSound=true;
         *      }
         *      else{
         *              if(shotSound2==false && !sons[1].isPlaying &&shotCount>=0.3f){
         *                      sons[2].Play();
         *                      shotSound2=true;
         *              }
         *      }
         * }
         * else if(cor){
         *      personagem.material.color = new Color(1f,1f,1f,1f);
         *      cor=false;
         * }*/
        ///STAND
        if (currentState == (int)State.Stand && canMove)

        {
            side = Input.GetAxisRaw("Horizontal");

            stateTimer++;

            if (Input.GetAxisRaw("Horizontal") == -1f || Input.GetAxisRaw("Horizontal") == 1f)
            {
                side         = Input.GetAxisRaw("Horizontal");
                currentState = (int)State.Move;
                stateTimer   = 0;
            }

            if (Input.GetKeyDown(KeyCode.X))
            {
                currentState = (int)State.Jump;
                stateTimer   = 0;
            }

            if (Input.GetKeyDown(KeyCode.Z))
            {
                currentState = (int)State.StandShoot;
                sons[0].Play();
                Instantiate(tiro, new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z), Quaternion.identity);
                stateTimer = 0;
            }
            if (Input.GetKey(KeyCode.Z))
            {
                shotCount  += Time.deltaTime;
                loadingShot = true;
                Invoke("ChangeColor", 0.2f);
                if (shotSound == false && shotCount >= 0.3f)
                {
                    sons[1].Play();
                    shotSound = true;
                }
                else
                {
                    if (shotSound2 == false && !sons[1].isPlaying && shotCount >= 0.3f)
                    {
                        sons[2].Play();
                        shotSound2 = true;
                    }
                }
            }
            else if (Input.GetKeyUp(KeyCode.Z))
            {
                currentState = (int)State.StandShoot;
                sons[2].Stop();
                sons[0].Play();
                loadingShot = false;
                cor         = false;
                colorCount  = 0;
                Invoke("ChangeColor", 0.01f);
                shotSound  = false;
                shotSound2 = false;
                if (shotCount > 0)
                {
                    Instantiate(tiro2, new Vector3(transform.localPosition.x,
                                                   transform.localPosition.y, transform.localPosition.z), Quaternion.identity);
                    shotCount = 0;
                }
            }

            if (!VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }

            if (dashing)
            {
                currentState = (int)State.Dash;
                stateTimer   = 0;
            }
        }


        ///MOVE
        else if (currentState == (int)State.Move && canMove)

        {
            stateTimer++;

            side = Input.GetAxisRaw("Horizontal");

            if (Input.GetAxisRaw("Horizontal") == 0f)
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }

            if (Input.GetKeyDown(KeyCode.X))
            {
                currentState = (int)State.Jump;
                stateTimer   = 0;
            }

            if (Input.GetKeyDown(KeyCode.Z))
            {
                Instantiate(tiro, new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z), Quaternion.identity);
                sons[0].Play();
                currentState = (int)State.MoveShoot;
                stateTimer   = 0;
            }

            if (dashing)
            {
                currentState = (int)State.Dash;
                stateTimer   = 0;
            }

            if (!VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }
        }



        ///JUMP
        else if (currentState == (int)State.Jump && canMove)

        {
            stateTimer++;

            side = Input.GetAxisRaw("Horizontal");

            if (VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }

            if (dashing)
            {
                currentState = (int)State.Dash;
                stateTimer   = 0;
            }

            if (Input.GetKeyDown(KeyCode.Z))
            {
                currentState = (int)State.JumpShoot;
                stateTimer   = 0;
            }

            if ((WallCheck.leftWall(transform.position) && Input.GetKey(KeyCode.LeftArrow)) || (WallCheck.rightWall(transform.position) && Input.GetKey(KeyCode.RightArrow)))
            {
                currentState = (int)State.WallSliding;
            }
        }


        ///FALL
        else if (currentState == (int)State.Fall && canMove)

        {
            stateTimer++;

            side = Input.GetAxisRaw("Horizontal");

            if (VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }

            if (dashing)
            {
                currentState = (int)State.Dash;
                stateTimer   = 0;
            }

            if (Input.GetKeyDown(KeyCode.Z))
            {
                currentState = (int)State.JumpShoot;
                stateTimer   = 0;
            }

            if ((WallCheck.leftWall(transform.position) && Input.GetKey(KeyCode.LeftArrow)) || (WallCheck.rightWall(transform.position) && Input.GetKey(KeyCode.RightArrow)))
            {
                currentState = (int)State.WallSliding;
            }
        }

        ///DASH
        else if (currentState == (int)State.Dash && canMove)

        {
            dashing = false;

            stateTimer++;

            if (stateTimer > 20)
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }
        }


        ///STAND-SHOOT
        else if (currentState == (int)State.StandShoot && canMove)

        {
            stateTimer++;

            if (stateTimer > 20)
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }
        }

        ///JUMP-SHOOT
        else if (currentState == (int)State.JumpShoot && canMove)

        {
            side = Input.GetAxisRaw("Horizontal");

            stateTimer++;

            if (stateTimer > 20)
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }

            if (VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }
        }

        ///MOVE-SHOOT
        else if (currentState == (int)State.MoveShoot && canMove)

        {
            side = Input.GetAxisRaw("Horizontal");

            stateTimer++;

            if (stateTimer > 20)
            {
                currentState = (int)State.Move;
                stateTimer   = 0;
            }

            if (!VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }
        }

        ///WALL-SLIDING
        else if (currentState == (int)State.WallSliding && canMove)

        {
            stateTimer++;

            if (Input.GetKeyDown(KeyCode.X))
            {
                if (WallCheck.leftWall(transform.position))
                {
                    rb2d.AddForce(new Vector2(600f, 100f));
                }
                else if (WallCheck.rightWall(transform.position))
                {
                    rb2d.AddForce(new Vector2(-600f, 100f));
                }
                currentState = (int)State.Jump;
                stateTimer   = 0;
            }

            if (WallCheck.leftWall(transform.position) && Input.GetKeyUp(KeyCode.LeftArrow))
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }

            if (WallCheck.rightWall(transform.position) && Input.GetKeyUp(KeyCode.RightArrow))
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }

            if (VerificaChao.checkGround(transform.position))
            {
                currentState = (int)State.Stand;
                stateTimer   = 0;
            }

            if (!WallCheck.rightWall(transform.position) && !WallCheck.leftWall(transform.position))
            {
                currentState = (int)State.Fall;
                stateTimer   = 0;
            }
        }

        if ((Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.LeftArrow)) && dashTimer <= 0)
        {
            dashTimer = 40;
            dashSide  = Input.GetAxisRaw("Horizontal");
        }

        if (dashTimer > 0)
        {
            dashTimer--;

            if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.LeftArrow))
            {
                if (Input.GetAxisRaw("Horizontal") == dashSide && dashTimer <= 35)
                {
                    dashing = true;
                }
            }
        }
        else
        {
            dashSide = 0f;
        }

        if (stateTimer == 0)
        {
            startingState = true;
        }
        else
        {
            startingState = false;
        }

        anim.SetInteger("state", currentState);

        if (side != 0f)
        {
            transform.localScale = new Vector2(4f * side, transform.localScale.y);
        }
        //DEATH
        else if (currentState == (int)State.Death)
        {
        }
    }