Beispiel #1
0
        /// <summary>
        /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point.
        /// </summary>
        public override void OnStateAdded()
        {
            MovementSettings settings = GetComponent <MovementSettings>();

            rightDiveHop = settings.DiveHop;
            leftDiveHop  = new Vector2(-rightDiveHop.x, rightDiveHop.y);
        }
        /// <summary>
        /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point.
        /// </summary>
        public override void OnStateAdded()
        {
            base.OnStateAdded();

            MovementSettings settings = GetComponent <MovementSettings>();

            rollOnLand   = settings.RollOnLand;
            maxFallSpeed = settings.MaxFallSpeed;
        }
Beispiel #3
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        /// <summary>
        ///  Fires whenever the state is entered into, after the previous state exits.
        /// </summary>
        public override void OnStateEnter()
        {
            player.AllowWallJumpInterruption();
            MovementSettings settings = GetComponent <MovementSettings>();

            physics.Vy = settings.DoubleJumpForce;

            player.DisablePlatformMomentum();
        }
Beispiel #4
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        /// <summary>
        /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point.
        /// </summary>
        public override void OnStateAdded()
        {
            base.OnStateAdded();

            MovementSettings settings = GetComponent <MovementSettings>();

            groundJumpBuffer = settings.GroundJumpBuffer;
            wallJumpBuffer   = settings.WallJumpBuffer;
        }
Beispiel #5
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        /// <summary>
        /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point.
        /// </summary>
        public override void OnStateAdded()
        {
            base.OnStateAdded();

            MovementSettings settings = GetComponent <MovementSettings>();

            wallRunSpeed  = settings.WallRunSpeed;
            wallRunBoost  = settings.WallRunBoost;
            ascensionTime = settings.WallRunAscensionTime;
            wallRunBuffer = settings.WallRunVertBuffer;
        }
Beispiel #6
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        /// <summary>
        /// Pre-hook called by the Player Character when a player state is first added to the player.
        /// </summary>
        public override void OnStateAddedGeneral()
        {
            player  = GetComponent <PlayerCharacter>();
            physics = player.Physics;

            if (player.MovementSettings != null)
            {
                settings = player.MovementSettings;
            }
            else
            {
                settings = GetComponent <MovementSettings>();
            }

            if (player.PowersSettings != null)
            {
                powersSettings = player.PowersSettings;
            }
            else
            {
                powersSettings = GetComponent <PowersSettings>();
            }
        }
Beispiel #7
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 /// <summary>
 /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point.
 /// </summary>
 public override void OnStateAdded()
 {
     base.OnStateAdded();
     MovementSettings settings = GetComponent <MovementSettings>();
 }
        /// <summary>
        /// Fires when the state exits, before the next state is entered into.
        /// </summary>
        public override void OnStateExit()
        {
            MovementSettings settings = GetComponent <MovementSettings>();

            physics.Vy = settings.SingleJumpForce;
        }
Beispiel #9
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 /// <summary>
 /// Injection point for state dependencies.
 /// </summary>
 public void Inject(IPlayer player, IPhysics physics, MovementSettings settings)
 {
     this.player   = player;
     this.physics  = physics;
     this.settings = settings;
 }
Beispiel #10
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        /// <summary>
        /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point.
        /// </summary>
        public override void OnStateAdded()
        {
            MovementSettings settings = GetComponent <MovementSettings>();

            crawlSpeed = settings.CrawlSpeed;
        }
 //-------------------------------------------------------------------------
 // Unity API
 //-------------------------------------------------------------------------
 private void Awake()
 {
     settings = GetComponent <MovementSettings>();
     player   = GetComponent <PlayerCharacter>();
 }