void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; speedManager = GetComponent <Speed_Manager>(); velocity = speedManager.velocity; jumpCount = state.jumpCount; onGround = state.onGround; onWall = state.onWall; control = state.control; wantToJump = state.wantToJump; wallSliding = state.wallSliding; wallClimbing = state.wallClimbing; wallJumping = state.wallJumping; stunned = state.stunned; sign = state.sign; wallSign = state.wallSign; jumpBufferTimer = timers.jumpBufferTimer; wallStickTimer = timers.wallStickTimer; wallClimbTimer = timers.wallClimbTimer; wallClimbCooldownTimer = timers.wallClimbCooldownTimer; wallJumpTimer = timers.wallJumpTimer; wallJumpCooldownTimer = timers.wallJumpCooldownTimer; moveSpeed = attributes.moveSpeed; wallSlideSpeed = attributes.wallSlideSpeed; wallClimbVel = attributes.wallClimbVel; wallJumpVel = attributes.wallJumpVel; wallStickCooldown = attributes.wallStickCooldown; wallClimbCooldown = attributes.wallClimbCooldown; wallClimbTime = attributes.wallClimbTime; wallJumpCooldown = attributes.wallJumpCooldown; wallJumpTime = attributes.wallJumpTime; }
// Oponent control void Case_Oponent_Attack() { actualVelocityPlayer = transform.forward * 5.0f * Time.deltaTime; animation.Play("running_ball"); Vector3 RelativeWaypointPosition = transform.InverseTransformPoint(goalPosition.position); inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude; transform.Rotate(0, inputSteer * 10.0f, 0); float staminaTemp = Mathf.Clamp((stamina / STAMINA_DIVIDER), STAMINA_MIN, STAMINA_MAX); transform.position += transform.forward * 4.0f * Time.deltaTime * staminaTemp * Speed; timeToPass -= Time.deltaTime; if (timeToPass < 0.0f && NoOneInFront(oponents)) { timeToPass = UnityEngine.Random.Range(1.0f, 5.0f); state = Player_State.PASSING; animation.Play("pass"); timeToBeSelectable = 1.0f; temporallyUnselectable = true; } float distance = (goalPosition.position - transform.position).magnitude; Vector3 relative = transform.InverseTransformPoint(goalPosition.position); if (distance < 20.0f && relative.z > 0) { state = Player_State.SHOOTING; animation.Play("shoot"); timeToBeSelectable = 1.0f; temporallyUnselectable = true; } }
void Start() { rb = GetComponent <Rigidbody2D>(); state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; speedManager = GetComponent <Speed_Manager>(); velocity = speedManager.velocity; onGround = state.onGround; onWall = state.onWall; onSlope = state.onSlope; onQuicksand = state.onQuicksand; airborne = state.airborne; control = state.control; pivoting = state.pivoting; dashing = state.dashing; sprinting = state.sprinting; input = state.input; sign = state.sign; prevSign = state.prevSign; pivotSign = state.pivotSign; pivotTimer = timers.pivotTimer; momentumTimer = timers.momentumTimer; moveSpeed = attributes.moveSpeed; momentumFactor = attributes.momentumFactor; pivotTime = attributes.pivotTime; momentumTime = attributes.momentumTime; rb.drag = attributes.rbDrag; rb.mass = attributes.rbMass; gravity = attributes.gravity; }
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; }
void OnCollisionStay(Collision coll) { if (coll.collider.transform.gameObject.tag == "Ball" && !gameObject.GetComponent <Player_Script>().temporallyUnselectable) { inGame.lastTouched = gameObject; if (state == Player_State.TACKLE) { sphere.transform.position += transform.forward; } Vector3 relativePos = transform.InverseTransformPoint(sphere.gameObject.transform.position); // only "glue" the ball to player if the collision is at bottom if (relativePos.y < 0.35f) { coll.rigidbody.rotation = Quaternion.identity; GameObject ball = coll.collider.transform.gameObject; ball.GetComponent <Sphere>().owner = gameObject; if (gameObject.tag == "OponentTeam") { state = Player_Script.Player_State.OPONENT_ATTACK; } } } }
public IEnumerator EnemyRunning(bool tick) { while (currentState == Player_State.RUNNING) { while (tick) { if (mov.collide) { if (mov.health > 0) { tick = false; mov.pos = true; CurrentState = Player_State.DEAD; } else { tick = false; mov.pos = true; CurrentState = Player_State.GAMEOVER; } } } } yield return(null); }
void Start() { rb = GetComponent <Rigidbody2D>(); state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; wallActions = GetComponent <Player_Wall_Actions>(); pJump = GetComponent <Player_Jump>(); pDash = GetComponent <Player_Dash>(); pDive = GetComponent <Player_Dive>(); pCol = GetComponent <Player_Collisions>(); pAttack = GetComponent <Player_Attack>(); move = GetComponent <Player_Move>(); playerManager = GetComponent <PlayerManager>(); rb.drag = 0.5f; rb.mass = 1.5f; ReceiveValues(); moveSpeed = attributes.moveSpeed; jumpVelocity = attributes.jumpVelocity; maxDescendAngle = attributes.maxDescendAngle; dashSpeed = attributes.dashSpeed; momentumFactor = attributes.momentumFactor; wallSlideSpeed = attributes.wallSlideSpeed; pivotTime = attributes.pivotTime; diveAttackTime = attributes.diveAttackTime; momentumTime = attributes.momentumTime; wallStickCooldown = attributes.wallStickCooldown; terminalVel = new Vector2(dashSpeed / 2.0f, dashSpeed / 2.5f); airTerminalVel = new Vector2(dashSpeed / 3.0f, dashSpeed); slopeCollisionMask = attributes.slopeCollisionMask; gravity = attributes.gravity; }
void Start() { ren = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); state = GetComponent <Player_State>(); timers = GetComponent <Player_Timers>(); manager = GetComponent <PlayerManager>(); }
//Duck logic here void Duck() { playerState = Player_State.EPS_Ducking; //Change player Sprites here anims[1].SetActive(true); anims[0].SetActive(false); }
// Use this for initialization private void Awake() { animator = this.GetComponent <Animator>(); speed = animator.GetFloat("Speed"); attack = animator.GetBool("Attack"); attack_level = animator.GetInteger("Attack_Level"); player_state = this.GetComponent <Player_State>(); }
void Start() { Player = gameObject.transform.parent.gameObject; state = Player.GetComponent <Player_State>(); timers = Player.GetComponent <Player_Timers>(); attributes = state.attributes; collisions = Player.GetComponent <Player_Collisions>(); attacking = false; }
void Start() { lastGroundedPos = transform.position; facingRight = true; doJump = false; player_state = Player_State.GROUNDED; player_rigidbody2D = GetComponent <Rigidbody2D>(); fgravity_scale = player_rigidbody2D.gravityScale; }
public IEnumerator EnemyDead() { if (mov.health <= 0) { mov.pos = true; CurrentState = Player_State.GAMEOVER; } yield return(new WaitForSeconds(6f)); }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; knockbackSpeed = attributes.knockbackSpeed; stunTime = attributes.stunTime; immuneTime = attributes.immuneTime; }
//Reset the player's position to the origin public void ResetPosition() { playerState = Player_State.EPS_Standing; throwParticle.Stop(); //Change player Sprites here - Make sure they are standing anims[1].SetActive(false); anims[0].SetActive(true); //Change character height back to normal transform.position = startPos; }
// Start is called before the first frame update void Start() { pc = GameObject.Find("Player"); speedManager = pc.GetComponent <Speed_Manager>(); state = pc.GetComponent <Player_State>(); animator = pc.GetComponent <Player_Animator>(); timers = pc.GetComponent <Player_Timers>(); playerManager = pc.GetComponent <PlayerManager>(); attributes = state.attributes; }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); attributes = state.attributes; moveSpeed = attributes.moveSpeed; pivotTime = attributes.pivotTime; maxDescendAngle = attributes.maxDescendAngle; momentumFactor = attributes.momentumFactor; slopeCollisionMask = attributes.slopeCollisionMask; }
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; }
public void ChScript(Player_State newState) { if (_isinit) { _states[currentState].enabled = false; _states[currentState].EndState(); } currentState = newState; _states[currentState].BeginState(); _states[currentState].enabled = true; }
public Player_State_List(int userCount) { this.userCount = userCount; this.isConnected = new int[userCount]; this.states = new Player_State[userCount]; for (int i = 0; i < userCount; i++) { states[i] = new Player_State(i); } jsonDATA = new string[userCount]; }
public void JsonToState() { states = new Player_State[userCount]; for (int i = 0; i < userCount; i++) { states[i] = new Player_State(i); if (isConnected[i] == 2 && jsonDATA[i] != "") { states[i] = Converter.JsonToOject <Player_State>(jsonDATA[i]); } } }
// Use this for initialization void Start() { mainCameraT = Camera.main.gameObject.transform; CameraD_object = new GameObject(); CameraD_object.transform.parent = transform; CameraD_object.transform.localPosition = transform.position; CameraD_object.name = "Direction"; CameraD = CameraD_object.transform; _playerState = transform.GetComponent <Player_State>(); _audiosource = GetComponent <AudioSource>(); StartCoroutine(FootSound()); }
//Called when the player wants to jump void Jump() { print("jump"); print(playerState); playerState = Player_State.EPS_Jumping; //Change player Sprites here anims[1].SetActive(false); anims[0].SetActive(true); rb.AddForce(new Vector2(0, jumpingForce * Mathf.Clamp(dodgeTime, 1, 1.2f))); }
//global variables void Awake() { //first, reference all of the state scripts idleState = GetComponent <Idle_State> (); moveState = GetComponent <Move_State> (); deadState = GetComponent <Dead_State> (); emptyState = GetComponent <Empty_State> (); //get prepping currentState = Player_State.Idle_State; //ready to go ChangeState(); }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; groundCheck = gameObject.transform.GetChild(1).gameObject.GetComponent <GroundCheck>(); ReceiveValues(); moveSpeed = attributes.moveSpeed; jumpVelocity = attributes.jumpVelocity; diveSpeed = attributes.diveSpeed; landingTime = attributes.landingTime; diveAttackTime = attributes.diveAttackTime; diveCollisionMask = attributes.diveCollisionMask; }
void Awake() { // Cache the transform. _transform = gameObject.transform; // Create the Player State. playerState = new Player_State(); // Set the Default Player States. playerState.Default(); // Assign the Animator Component playerState.PlayerAnimation = GetComponent <Animator>(); _playerAnimator = playerState.PlayerAnimation; // Check for singleton. Singleton(); // Don't destroy this GameObject on scene change. DontDestroyOnLoad(gameObject); }
void OnCollisionEnter(Collision coll) { if (coll.collider.transform.gameObject.tag == this.gameObject.tag && sphere.owner == this.gameObject) { // this.state = Player_State.CONTROLLING; } if (coll.collider.transform.gameObject.tag == "Ball" && !gameObject.GetComponent <Player>().temporallyUnselectable) { if (inGame.state == InGameState.GameState.PLAYING) { inGame.lastTouched = gameObject; } Vector3 relativePos = transform.InverseTransformPoint(sphere.gameObject.transform.position); // detects if player is getting ball if (relativePos.y < 2.20f && relativePos.y > -2.0f && relativePos.z > -1.0f) { GameObject ball = coll.collider.transform.gameObject; ball.GetComponent <Sphere>().owner = gameObject; coll.rigidbody.rotation = Quaternion.identity; if (gameObject.tag == "OponentTeam") { state = Player.Player_State.OPONENT_ATTACK; } else if (gameObject.tag == "PlayerTeam") { state = Player.Player_State.CONTROLLING; } } } if (coll.collider.transform.gameObject.tag == "PlayerTeam" || coll.collider.transform.gameObject.tag == "OponentTeam") { ContactPoint cp = coll.contacts[0]; Vector3 normalTipped = new Vector3(cp.normal.x, 0.0f, cp.normal.z); Vector3 temp = new Vector3(transform.position.x + capsuleCollider.center.x, cp.point.y, transform.position.z + capsuleCollider.center.z); float distFromCenterToPointContact = (cp.point - temp).magnitude; transform.position += normalTipped * (radiusCapsule - distFromCenterToPointContact + 0.05f); } }
public IEnumerator EnemyIdle(bool tick) { while (currentState == Player_State.IDLE) { while (tick) { if (mov.run) { Debug.Log("in loop"); tick = false; CurrentState = Player_State.RUNNING; } } yield return(null); } }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player"); speedManager = player.GetComponent <Speed_Manager>(); state = player.GetComponent <Player_State>(); animator = player.GetComponent <Player_Animator>(); timers = player.GetComponent <Player_Timers>(); attributes = state.attributes; deathTime = attributes.deathTime; if (instance == null) { instance = this; } else { Destroy(this.gameObject); } }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; jumpCount = state.jumpCount; onGround = state.onGround; onQuicksand = state.onQuicksand; onWall = state.onWall; airborne = state.airborne; control = state.control; wantToJump = state.wantToJump; jumping = state.jumping; doubleJumping = state.doubleJumping; displacementTimer = timers.displacementTimer; jumpBufferTimer = timers.jumpBufferTimer; jumpTimer = timers.jumpTimer; jumpBufferTime = attributes.jumpBufferTime; jumpTime = attributes.jumpTime; }