void Start() { Debug.Log(unit.name + " moves with " + unit.movementSpeed); cam = Camera.main; motor = GetComponent <UnitMotor> (); motor.speed = unit.movementSpeed; }
protected override void Awake() { motor = GetComponent <UnitMotor>(); healthSystem = GetComponent <HealthSystem>(); OnChangeHealth += healthSystem.UpdateHealthPointRander; base.Awake(); }
// Start is called before the first frame update void Start() { cam = Camera.main; motor = GetComponent <UnitMotor>(); // установка таргета для камеры cam.GetComponent <CameraController>().target = transform; }
public Controllers() { IMotor motor = new UnitMotor(ServiceLocatorMonoBehaviour.GetService <CharacterController>()); ServiceLocator.SetService(new TimeRemainingController()); ServiceLocator.SetService(new PlayerController(motor)); ServiceLocator.SetService(new FlashLightController()); ServiceLocator.SetService(new InputController()); ServiceLocator.SetService(new SelectionController()); ServiceLocator.SetService(new WeaponController()); ServiceLocator.SetService(new Inventory()); ServiceLocator.SetService(new BotController()); ServiceLocator.SetService(new PoolController()); _executeControllers = new IExecute[6]; _executeControllers[0] = ServiceLocator.Resolve <TimeRemainingController>(); _executeControllers[1] = ServiceLocator.Resolve <PlayerController>(); _executeControllers[2] = ServiceLocator.Resolve <FlashLightController>(); _executeControllers[3] = ServiceLocator.Resolve <InputController>(); _executeControllers[4] = ServiceLocator.Resolve <SelectionController>(); _executeControllers[5] = ServiceLocator.Resolve <BotController>(); _fixedExecutesControllers = new IFixedExecute[1]; _fixedExecutesControllers[0] = ServiceLocator.Resolve <TimeRemainingController>(); }
protected override void Awake() { base.Awake(); nameObject = "enemy"; motor = GetComponent <UnitMotor>(); anim = GetComponent <UnitAnimationController>(); canAttack = false; }
protected override void Start() { base.Start(); mInteraction = this.GetComponent <UnitInteraction>(); mMotor = this.GetComponent <UnitMotor>(); mAttack = this.GetComponent <UnitAttack>(); mData = this.GetComponent <UnitData>(); }
public void tst(UnitMotor um) { if (comingTo.ContainsKey(um)) { comingTo[um].AddWorker(um); comingTo.Remove(um); } um.OnPathEnd -= tst; }
protected override void OnAwake() { //Test UnitMotor um = GetComponent <UnitMotor>(); if (um != null) { um.target = Vector3.zero; } }
public void AddWorker(UnitMotor um) { if (workersCount < maxWorkersCount && !evacuating) { workersCount++; Destroy(um.gameObject); } else { SendToNextFabrique(um.GetComponent <UnitController>()); } }
// add new attacksystem here private void Start() { playerInput = unitSettings.IsPlayer ? new PlayerController() as IUnitInput: new SlimeController(); jumpSystem = new JumpSystem(); motor = new UnitMotor(playerInput, jumpSystem, GetComponent <Rigidbody>(), unitSettings); if (cam != null) { playerCamInput = new PlayerController(); camMotor = new PlayerCamMotor(playerCamInput, GetComponent <Transform>(), cam, unitSettings); } }
protected override void Awake() { Debug.Log("PlayerManager"); //base.Awake(); instance = this; nameObject = "player"; //LoadSaveSystem.instance.Defolt(); health = LoadSaveSystem.instance.LoadHealth(); maxHealth = LoadSaveSystem.instance.LoadMaxHealth(); damage = LoadSaveSystem.instance.LoadDamage(); motor = GetComponent <UnitMotor>(); anim = GetComponent <UnitAnimationController>(); //OnChangeHealth += healthSystem.UpdateHealthPointRander; }
protected override void OnDie() { EngineDelegate.instance.CreateEffect("Explode", this.transform.position, Quaternion.identity); CharacterController cc = GetComponent <CharacterController>(); if (cc != null) { Destroy(cc); } UnitMotor um = GetComponent <UnitMotor>(); if (um != null) { Destroy(um); } BoxCollider box = this.gameObject.AddComponent <BoxCollider>(); box.size = new Vector3(2.0f, 2.0f, 4.0f); box.center = new Vector3(0.0f, 2.0f, 0.0f); Rigidbody rb = this.gameObject.AddComponent <Rigidbody>(); if (rb != null) { rb.useGravity = true; rb.velocity = new Vector3(0.0f, diedVelocity, 0.0f); rb.angularVelocity = new Vector3(0.0f, 0.0f, diedAngularVelocity); } DestroyOnTime dot = this.gameObject.AddComponent <DestroyOnTime>(); if (dot != null) { dot.time = dieDisappearTime; } gameObject.layer = LayerMask.NameToLayer("UnhitableObject"); foreach (Transform tran in transform) { if (tran.gameObject.renderer != null) { tran.gameObject.renderer.material.color = new Color(0.3f, 0.3f, 0.3f); } } }
void drawUnitMotor(UnitMotor aUnit) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.Space(); GUILayout.Label("Unit Motor Variables"); EditorGUILayout.EndHorizontal(); aUnit.unitAnimation = (Animation)EditorGUILayout.ObjectField("Animation", aUnit.unitAnimation, typeof(Animation), true); aUnit.movementSpeed = EditorGUILayout.FloatField("Movement Speed", aUnit.movementSpeed); aUnit.turnSpeed = EditorGUILayout.FloatField("Turn Speed", aUnit.turnSpeed); aUnit.jumpHeight = EditorGUILayout.FloatField("Jump Height", aUnit.jumpHeight); aUnit.maxVelocity = EditorGUILayout.FloatField("Max Velocity", aUnit.maxVelocity); aUnit.gravity = EditorGUILayout.FloatField("Gravity", aUnit.gravity); aUnit.relativeTransform = (Transform)EditorGUILayout.ObjectField("Relative Transform", aUnit.relativeTransform, typeof(Transform), true); aUnit.groundedDistanceCheck = EditorGUILayout.FloatField("Grounded Distance Check", aUnit.groundedDistanceCheck); aUnit.groundedRadiusSweep = EditorGUILayout.FloatField("Grounded Radius Sweep", aUnit.groundedRadiusSweep); aUnit.forwardAxis = EditorGUILayout.TextField("Forward Axis", aUnit.forwardAxis); aUnit.sideAxis = EditorGUILayout.TextField("Side Axis", aUnit.sideAxis); aUnit.jumpButton = EditorGUILayout.TextField("Jump Button", aUnit.jumpButton); aUnit.stanceKey = (KeyCode)EditorGUILayout.EnumPopup("Stance Key", aUnit.stanceKey); aUnit.useKey = (KeyCode)EditorGUILayout.EnumPopup("Use Key", aUnit.useKey); }
public void Initialize() { var resources = Resources.Load <PlayerBehaviour>(AssetsPathGameObject.Object[GameObjectType.Character]); var playerData = Data.PlayerData; var obj = Object.FindObjectOfType <PlayerBehaviour>().transform; IWalk character; //MyCharacter character = new MyCharacter(obj, playerData); if (obj.gameObject.TryGetComponent <Rigidbody>(out Rigidbody rgb)) { character = new UnitMotor(obj, playerData); } else if (obj.gameObject.TryGetComponent <Rigidbody2D>(out Rigidbody2D rgb2d)) { character = new UnitMotor2D(obj, playerData); } else { obj.gameObject.AddComponent <Rigidbody>(); character = new UnitMotor(obj, playerData); } _context.MyCharacter = character; }
/// <summary> /// Sets up the Unit. This will only be called once. /// </summary> protected void UnitSetup() { unitType = UnitType.Unit; CreateID(); if (weapon != null) { _initialWeapon = weapon; } _maxHealth = health; if (renderer != null && outlineColor == Color.clear) outlineColor = renderer.material.GetColor("_OutlineColor"); if (IsPlayer() || !movable) return; motor = gameObject.GetComponent<UnitMotor>(); if (motor == null) motor = gameObject.AddComponent<UnitMotor>(); motor.UpdateUnit(this); spawnPoint = Vector3.zero; }
void Awake() { mWeapon = transform.Find("Weapon"); mData = GetComponent <UnitData>(); mMotor = GetComponent <UnitMotor>(); }
public virtual void OnPathEnd(UnitMotor um) { //print("pizda nahui"); }
// Use this for initialization //public NetworkIdentity netIdNiPo; //public bool hasAuth = false ; //PlayerObject po; void Start() { motor = GetComponent <UnitMotor>(); }
void Start() { cam = Camera.main; motor = GetComponent <UnitMotor>(); cam.GetComponent <CameraController>().target = transform; }
private void Awake() { entity = true; motor = GetComponent <UnitMotor>(); focus = null; }
private void Start() { _cam = Camera.main; _motor = GetComponent <UnitMotor>(); _cam.GetComponent <CameraController>().Target = transform; }
private void Awake() { motor = GetComponent <UnitMotor>(); }