// Use this for initialization
 void Start()
 {
     myRB    = GetComponent <Rigidbody>();
     myAir   = GetComponent <PlayerAir>();
     PSBoost = transform.Find("Effects").Find("PSBoost").GetComponent <BoostPSScript>();
     myAC    = GetComponentInChildren <AnimationControl>();
 }
Ejemplo n.º 2
0
 void Start()
 {
     bitModel            = transform.GetChild(0).gameObject;
     myAir               = transform.parent.parent.GetComponent <PlayerAir>();
     drillEngaged        = GetComponent <AudioSource>();
     drillEngaged.volume = 0;
 }
Ejemplo n.º 3
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    public override void _Ready()
    {
        _collision_layer = 1;
        ((Area)FindNode("MeleAttackArea")).SetCollisionMaskBit(2, true);      // monitor only enemies
        AddToGroup("player");

        var st_ground = new PlayerGround();
        var st_air    = new PlayerAir();
        var st_skill1 = new PlayerSkill1();
        var st_skill3 = new PlayerSkill3();

        var tr_jump   = new PlayerJump(st_air);
        var tr_fall   = new PlayerFall(st_air);
        var tr_land   = new PlayerLand(st_ground);
        var tr_skill1 = new PlayerActivateSkill(st_skill1, 0, GD.KEY_Z);
        var tr_skill3 = new PlayerActivateSkill(st_skill3, 2, GD.KEY_C);

        st_ground.AddTransition(tr_jump);
        st_ground.AddTransition(tr_fall);
        st_ground.AddTransition(tr_skill1);
        st_ground.AddTransition(tr_skill3);
        st_air.AddTransition(tr_land);
        st_air.AddTransition(tr_skill1);
        st_air.AddTransition(tr_skill3);

        st_skill1.AddTransition(new FromOneShotAnim(st_ground, "skills"));
        st_skill3.AddTransition(new FromOneShotAnim(st_ground, "skills"));

        _fsm = new FSM(this, st_ground);

        // Attributes
        Attributes.Level               = 0;
        Attributes.RunSpeed            = 8;
        Attributes.JumpHeight          = 4;
        Attributes.MaxHealth           = 100;
        Attributes.Health              = Attributes.MaxHealth;
        Attributes.Damage              = 10;
        Attributes.CritChance          = 0.1f;
        Attributes.Experience          = 0.0f;
        Attributes.NextLevelExperience = 100;
    }
Ejemplo n.º 4
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    void Awake()
    {
        Animator     = GetComponent <Animator>();
        PlayerStatus = GetComponent <PlayerStatus>();
        Rigidbody    = GetComponent <Rigidbody2D>();

        PlayerGround            = new PlayerGround(this);
        PlayerGroundDash        = new PlayerGroundDash(this);
        PlayerAirDash           = new PlayerAirDash(this);
        PlayerWallDash          = new PlayerWallDash(this);
        PlayerAir               = new PlayerAir(this);
        PlayerJump              = new PlayerJump(this);
        PlayerTakingDamage      = new PlayerTakingDamage(this);
        PlayerAttackWeakGround  = new PlayerAttackWeakGround(this);
        PlayerAttackWeakAir     = new PlayerAttackWeakAir(this);
        PlayerAttackHeavyGround = new PlayerAttackHeavyGround(this);
        PlayerAttackHeavyAir    = new PlayerAttackHeavyAir(this);
        PlayerWall              = new PlayerWall(this);

        input = GetComponent <IInput>();
    }
Ejemplo n.º 5
0
    private void Start()
    {
        myPlayerSpline    = GetComponent <PlayerSpline>();
        myPlayerJump      = GetComponent <PlayerJump>();
        myPlayerAir       = GetComponent <PlayerAir>();
        myPlayerInput     = GetComponent <PlayerInput>();
        myPlayerDeath     = GetComponent <PlayerDeath>();
        myPlayerCollision = GetComponentInChildren <PlayerCollision>();
        myPlayerBobbing   = GetComponent <PlayerBobbing>();
        myPlayerBackflip  = GetComponentInChildren <PlayerBackflip>();

        myCurrentSpeed = myBaseSpeed;

        if (mySplineManager == null)
        {
            Debug.LogError(this + " has no splineManager!");
            return;
        }
        if (myCamera == null)
        {
            Debug.LogError(this + " has no camera!");
        }
    }