void Start()
    {
        graceFrames      = maxGraceFrames;
        sprite           = transform.Find("AtlasSprite");
        spriteController = sprite.GetComponent <atlasSpriteController>();

        anim          = GetComponentInChildren <Animator>();
        deformer      = GetComponentInChildren <Deformer>();
        controller    = GetComponent <characterController>();
        particleMaker = GetComponent <particleMaker>();
        boxCollider   = GetComponent <BoxCollider2D>();
        steps         = GetComponentInChildren <stepSounds>();
        hanger        = transform.Find("AtlasSprite/Hanger");

        colliderStartSize   = boxCollider.size;
        colliderStartOffset = boxCollider.offset;

        sortingOrder = sprite.GetComponent <SpriteRenderer>().sortingOrder;

        gravity      = gameManager.Instance.gravity; //-(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        float djgravity = -(2 * doubleJumpHeight) / Mathf.Pow(timeToJumpApex, 2);

        doubleJumpVelocity = Mathf.Abs(djgravity) * timeToDoubleJumpApex;
        setLastSafePosition();
        warpToCurrentDoor();

        if (created)
        {
            Destroy(gameObject);
        }
        created = true;

        DontDestroyOnLoad(gameObject);
    }
Ejemplo n.º 2
0
 private void Awake()
 {
     pMaker   = pManagerGameObject.GetComponent <particleMaker>();
     bnw      = BrainGameObject.GetComponent <BrainNetWork>();
     _pSender = new pSender[bnw.MaxSignalNumber];
     for (int i = 0; i < _pSender.Length; ++i)
     {
         _pSender[i]        = new pSender();
         _pSender[i].active = false;
     }
 }
Ejemplo n.º 3
0
 public ParticleSender(Vector3 fpos, Vector3 tpos, int pIn, float limi_time, Cell tcell, Axon faxon, particleMaker pm)
 {
     fromPoint     = fpos;
     toPoint       = tpos;
     particleIndex = pIn;
     limitTime     = limi_time;
     startTime     = Time.time;
     targetCell    = tcell;
     fromAxon      = faxon;
     pMaker        = pm;
     active        = true;
 }