private float t; // Time falling void Awake() { pg = GetComponent <PlayerGround>(); rb = GetComponent <Rigidbody2D>(); reading = false; isOnPlatform = false; k = 1f; }
public void CreatePlayers() { boardInput = GetComponent <ChessInputGround>(); HumanPlayerGround whiteHuman = null; HumanPlayerGround blackHuman = null; AIPlayerGround whiteAI = null; AIPlayerGround blackAI = null; if (blackPlayerType == PlayerType.Human) { ChessUIGround.instance.SetBoardOrientation(false); blackHuman = new HumanPlayerGround(); boardInput.AddPlayer(blackHuman); } else { blackAI = new AIPlayerGround(); } if (whitePlayerType == PlayerType.Human) { ChessUIGround.instance.SetBoardOrientation(true); whiteHuman = new HumanPlayerGround(); boardInput.AddPlayer(whiteHuman); // FindObjectOfType<NotationInput>().SetPlayer(whiteHuman); } else { whiteAI = new AIPlayerGround(); } whitePlayer = (PlayerGround)whiteHuman ?? (PlayerGround)whiteAI; blackPlayer = (PlayerGround)blackHuman ?? (PlayerGround)blackAI; whitePlayer.OnMove += OnMove; blackPlayer.OnMove += OnMove; whitePlayer.Init(true); blackPlayer.Init(false); whiteToPlay = BoardGround.IsWhiteToPlay(); RequestMove(); }
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; }
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>(); }