private void UpdateWeightModification() { if (Player_ != null) { Player_.SetWeightModification(this, chargedTime_ > 0.0f ? kPlayerAddedWeight : 0.0f); } }
public void SetPlayerUI() { if (IsPlayer()) { Player_ player = (Player_)owner; playerUi = player.GetComponentInChildren <PlayerUi_>(); } }
public World(Seed seed, string name) { PlaySetting = PlaySetting_.ToReadOnlyReactiveProperty(); Player = Player_.ToReadOnlyReactiveProperty(); CurrentDimension = CurrentDimension_.ToReadOnlyReactiveProperty(); Id.Value = GetHashCode().ToString(); Name.Value = name; Seed.Value = seed; }
private void AnimateShieldHit(bool hideShieldAfterwards = false) { CoroutineWrapper.DoEaseFor(kShieldAnimateDuration, EaseType.QuadraticEaseOut, (float percentage) => { float inversePercentage = 1.0f - percentage; float alpha = Mathf.Lerp(GameConstants.Instance.PlayerShieldAlphaMin, kShieldAlphaMax, inversePercentage); Player_.SetShieldAlpha(alpha); }, () => { if (hideShieldAfterwards) { Player_.SetShieldAlpha(0.0f); } }); }
private void Dash(Vector3 direction) { dashCollider_.enabled = true; this.DoAfterDelay(kDashDuration, () => { dashCollider_.enabled = false; }); Vector3 endPosition = Player_.Rigidbody.position + (kDashDistance * Player_.WeightedRatio() * direction); Controller_.MoveTo(Player_, endPosition, kDashDuration, EaseType.CubicEaseOut); AudioConstants.Instance.Dash.PlaySFX(); OnDash.Invoke(); OnPlayerDash.Invoke(Player_); }
public override void Build(Owner_ owner) { base.Build(owner); bottomUi = FindObjectOfType <BottomUi>(); player = FindObjectOfType <Player_>(); }
private void Awake() { bottomUi = FindObjectOfType <BottomUi>(); player = FindObjectOfType <Player_>(); }
private void FixedUpdate() { if (!Enabled) { return; } Vector2 speedVector = InputDelegate_.MovementVector * kPlayerSpeed * Player_.WeightedRatio(); Vector3 speedWorldVector = speedVector.Vector3XZValue(); if (InGameConstants.AllowBattlePlayerMovement) { Player_.Rigidbody.velocity = speedWorldVector; } else { Player_.Rigidbody.velocity = Vector3.zero; } Player_.Rigidbody.angularVelocity = Vector3.zero; // snap rotation if input is not (0, 0) if (speedWorldVector.magnitude > Mathf.Epsilon) { Vector3 speedWorldDirection = speedWorldVector.normalized; if (speedWorldDirection == Vector3.zero) { return; } Player_.Rigidbody.MoveRotation(Quaternion.LookRotation(speedWorldDirection)); } }