/// <summary> /// Creates a new SimplePhysicsAlgorithm object. /// </summary> /// <param name="collisionHandler">The assigned CollisionHandler which will be informed about collisions.</param> /// <param name="world">The assigned World whose objects are to be updated.</param> public SimplePhysicsAlgorithm(CollisionHandler collisionHandler, World world, ConfigurationRetriever configRetriever) { this.collisionHandler = collisionHandler; this.world = world; this.configRetriever = configRetriever; this.difficulty = 0; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); coHandler = GetComponent <CollisionHandler>(); audioSource = GetComponent <AudioSource>(); coHandler.enabled = true; }
public ProjectileManager(Game game, Camera cam, CollisionHandler collision) : base(game) { projectiles = new List <Projectile>(); HitProjectiles = new List <Projectile>(); this.collision = collision; this.cam = cam; }
public void StartGame() { SceneManager.LoadScene("Game"); StartCoroutine(WaitForLoadGameScene()); handler = CollisionHandler.instance; handler.StartRules(); }
public void ResolveCollisionsWithRigidBodyAndStaticObject_ShouldDoNothing() { var firstObject = new GameObject { Layer = 1, HasCollider = true, Position = new Vector2D(0, 0) }; firstObject.AddComponent <RigidBody2D>().Velocity = Vector2D.Down; var secondObject = new GameObject { Layer = 1, HasCollider = true, Position = new Vector2D(0, 1) }; firstObject.Step(); secondObject.Step(); CollisionHandler.ResolveCollisions(new[] { firstObject, secondObject }); firstObject.Position.Should().BeEquivalentTo(Vector2D.Down); secondObject.Position.Should().BeEquivalentTo(Vector2D.Up); }
public Map(Game game) { _game = game; _logger = LoggerProvider.GetLogger(); Id = _game.Config.GameConfig.Map; var path = Path.Combine( game.Config.ContentPath, _game.Config.ContentManager.GameModeName, "AIMesh", "Map" + Id, "AIPath.aimesh_ngrid" ); if (File.Exists(path)) { NavGrid = NavGridReader.ReadBinary(path); } else { _logger.Error("Failed to load navigation graph. Aborting map load."); return; } AnnouncerEvents = new List <IAnnounce>(); CollisionHandler = new CollisionHandler(_game, this); MapProperties = GetMapProperties(Id); }
public void AddProtectedCollisionHandler <O, T>(O obj, CollisionHandler <O, T> handler) where O : IPhysicsObject where T : IPhysicsObject { if (obj == null) { throw new NullReferenceException("Colliding object must not be null"); } if (handler == null) { throw new NullReferenceException("Handler must not be null"); } CollisionHandler <IPhysicsObject, IPhysicsObject> targetHandler = delegate(IPhysicsObject collider, IPhysicsObject collidee) { if (collidee is T) { handler((O)collider, (T)collidee); } }; obj.Collided += targetHandler; protectedCollisionHandlers.Add(new CollisionRecord(obj, null, null, handler), targetHandler); }
/// <summary> /// Adds a delegate to the collision handler. /// </summary> /// <param name="index"></param> /// <param name="yourdelegate"></param> public void SetCollisionDelegate(int index, OnFrameDelegate yourdelegate) { CollisionHandler collisionHandler = FrameDelegates[index]; collisionHandler.collisionDelegate += yourdelegate; FrameDelegates[index] = collisionHandler; }
private void Start() { _collision = GetComponent <CollisionHandler>(); _rigidbodyCube = gameObject.GetComponent <Rigidbody>(); SubscribeOnEvents(); }
protected void InitializeComponents() { CollisionHandler.DoActionWithCheckReference(() => CollisionHandler.Initialize(this)); spriteRenderer.DoActionWithCheckReference(() => _spriteRendererTransform = spriteRenderer.GetComponent <Transform>()); }
public Map(Game game, long firstSpawnTime, long spawnInterval, long firstGoldTime, bool hasFountainHeal, int id) { _objects = new Dictionary <uint, GameObject>(); _champions = new Dictionary <uint, Champion>(); _visionUnits = new Dictionary <TeamId, Dictionary <uint, Unit> >(); _expToLevelUp = new List <int>(); _waveNumber = 0; _firstSpawnTime = firstSpawnTime; _firstGoldTime = firstGoldTime; _spawnInterval = spawnInterval; _gameTime = 0; _nextSpawnTime = firstSpawnTime; _nextSyncTime = 10 * 1000; _announcerEvents = new List <GameObjects.Announce>(); _game = game; _firstBlood = true; _killReduction = true; _hasFountainHeal = hasFountainHeal; _collisionHandler = new CollisionHandler(this); _fountains = new Dictionary <TeamId, Fountain>(); _fountains.Add(TeamId.TEAM_BLUE, new Fountain(TeamId.TEAM_BLUE, 11, 250, 1000)); _fountains.Add(TeamId.TEAM_PURPLE, new Fountain(TeamId.TEAM_PURPLE, 13950, 14200, 1000)); _id = id; _teamsIterator = Enum.GetValues(typeof(TeamId)).Cast <TeamId>().ToList(); foreach (var team in _teamsIterator) { _visionUnits.Add(team, new Dictionary <uint, Unit>()); } }
public GameViewModel() { NewGame(715, 855, false, 500000, 10, 2); GameInformation = "Press any key to start game..."; _gameObjectHandler = new GameObjectHandler(); _collisionHandler = new CollisionHandler(); }
private void KeyboardAction(KeyboardState kbState) { foreach (var key in this.KbKeys.Where(kbState.IsKeyDown)) { switch (key) { case Keys.D: MovementHandler.MoveRight(this); this.MovementAngle = GlobalVariables.RightAngle; break; case Keys.W: MovementHandler.MoveUp(this); this.MovementAngle = GlobalVariables.UpAngle; break; case Keys.S: MovementHandler.MoveDown(this); this.MovementAngle = GlobalVariables.DownAngle; break; case Keys.A: MovementHandler.MoveLeft(this); this.MovementAngle = GlobalVariables.LeftAngle; break; } CollisionHandler.PlayerReaction(this, key); } }
private void ShootWeapon(Ray ray) { // Hide the representation of weapon // untill the weapon hits somewhere else. WeaponHolder.SetActive(false); // Instantiate a new weapon to shoot. Vector3 pos = ray.origin; Quaternion rot = Quaternion.LookRotation(ray.direction); weaponInstance = Instantiate(Weapon, pos, rot) as GameObject; weaponInstance.transform.Rotate(Vector3.left * 90); weaponInstance.name = "Weapon"; // Add a collision handler script to recenlty instantiated weapon. CollisionHandler colHandler = weaponInstance.AddComponent <CollisionHandler>() as CollisionHandler; colHandler.SetWeaponHolder(WeaponHolder); colHandler.SetScoreManager(ScoreManager); // Add force to the rigidbody of weapon to shoot it. weaponInstanceRigidBody = weaponInstance.GetComponent <Rigidbody>(); weaponInstanceRigidBody.AddForce(ray.direction * WeaponThrowingForce, ForceMode.Acceleration); // Set the initial position after shooting. weaponHolderTransform.position = initialPosition; // Destroy the first weapon at a time if the // number of total weapon exceeds MAX_NUM_WEAPON. weaponCollector(weaponInstance); // Update the remaining ammo. updateAmmo(); }
private void Start() { _game = FindObjectOfType <Game>(); _collision = GetComponent <CollisionHandler>(); _deactivatedCubes = _game.DeactivatedCubes.transform; SubscribeOnEvents(); }
public void ResolveConflictedCollidersWithoutDirection_ShouldMoveCollidersToDifferentPositions() { var firstObject = new GameObject { Layer = 1, HasCollider = true, Position = new Vector2D(0, 0) }; firstObject.AddComponent <RigidBody2D>().Velocity = Vector2D.Zero; var secondObject = new GameObject { Layer = 1, HasCollider = true, Position = new Vector2D(0, 0) }; secondObject.AddComponent <RigidBody2D>().Velocity = Vector2D.Zero; CollisionHandler.ResolveCollisions(new[] { firstObject, secondObject }); firstObject.Position.Should().BeEquivalentTo(Vector2D.Left); secondObject.Position.Should().BeEquivalentTo(Vector2D.Down); }
public void FindAllCollisions(IEnumerable <IBox2DCollider> colliders, CollisionHandler Handler) { if (ReferenceEquals(null, Handler)) { return; } Clear(); foreach (var collider in colliders) { Insert(collider); } for (int y = 0; y < CellCountY; ++y) { for (int x = 0; x < CellCountX; ++x) { var cell = cells[x, y]; for (int i = 0; i < cell.Count; ++i) { for (int j = i + 1; j < cell.Count; ++j) { Handler(cell[i], cell[j]); } } } } }
public GameState(Camera camera, int gridSize, ContentManager content) { mGridSize = gridSize; mCamera = camera; UnitsByPlayer = new Dictionary <Players, List <IUnit> >(); SpatialUnitsByPlayer = new SpatialStructuredUnits(mGridSize); BuildingsByPlayer = new Dictionary <Players, List <IUnit> >(); HeroesByPlayer = new Dictionary <Players, Hero>(); UnitsByModel = new Dictionary <ModelManager.Model, List <IUnit> >(); Resources = new Dictionary <Players, Dictionary <Resources, int> >(); VillagePos = new Dictionary <Players, Vector2>(); VillagesByPlayer = new Dictionary <Players, Village>(); mMap = new TileStates[0, 0]; mPathZones = new PathFindingZones(0, 0, mGridSize); IsPaused = true; mCollision = new CollisionHandler(gridSize, UnitsByPlayer, IsObstructed); mEnemy = new DummyKi(); HeroRespawnManager = new HeroRespawnManager(); mDamageFactor = new Dictionary <Players, float>(); foreach (var player in PlayerConstants.sPlayers) { mDamageFactor.Add(player, 1f); } mBlockedSound = new SoundEffectManager(content, "sounds/Logo_miss"); mStatistics = new Statistics(content, null, null); StatisticsByPlayer = new Dictionary <Players, Dictionary <string, int> >(); InitStatisticsByPlayer(Players.Player); InitStatisticsByPlayer(Players.Ai); mPathFinderInstances = new ThreadLocal <PathFinder>(() => new PathFinder(IsObstructed, gridSize)); mContent = content; }
public Map(Game game) { _game = game; Id = _game.Config.GameConfig.Map; var path = Path.Combine( Program.ExecutingDirectory, "Content", "Data", _game.Config.ContentManager.GameModeName, "AIMesh", "Map" + Id, "AIPath.aimesh_ngrid" ); if (File.Exists(path)) { NavGrid = NavGridReader.ReadBinary(path); } else { _logger.LogCoreError("Failed to load navigation graph. Aborting map load."); return; } AnnouncerEvents = new List <Announce>(); CollisionHandler = new CollisionHandler(this); MapGameScript = GetMapScript(Id); }
public Map(Game game, long firstSpawnTime, long spawnInterval, long firstGoldTime, bool hasFountainHeal, int id) { _objects = new Dictionary <uint, GameObject>(); _inhibitors = new Dictionary <uint, Inhibitor>(); _champions = new Dictionary <uint, Champion>(); _visionUnits = new Dictionary <TeamId, Dictionary <uint, Unit> >(); ExpToLevelUp = new List <int>(); _minionNumber = 0; _firstSpawnTime = firstSpawnTime; FirstGoldTime = firstGoldTime; _spawnInterval = spawnInterval; GameTime = 0; _nextSpawnTime = firstSpawnTime; _nextSyncTime = 10 * 1000; _announcerEvents = new List <Announce>(); _game = game; HasFirstBloodHappened = false; IsKillGoldRewardReductionActive = true; _spawnEnabled = _game.Config.MinionSpawnsEnabled; _hasFountainHeal = hasFountainHeal; _collisionHandler = new CollisionHandler(this); _fountains = new Dictionary <TeamId, Fountain> { { TeamId.TEAM_BLUE, new Fountain(TeamId.TEAM_BLUE, 11, 250, 1000) }, { TeamId.TEAM_PURPLE, new Fountain(TeamId.TEAM_PURPLE, 13950, 14200, 1000) } }; Id = id; _teamsIterator = Enum.GetValues(typeof(TeamId)).Cast <TeamId>().ToList(); foreach (var team in _teamsIterator) { _visionUnits.Add(team, new Dictionary <uint, Unit>()); } }
public void OnCollisionEnter(Collision other) { if (other.gameObject.CompareTag("Slytherin")) { CollisionHandler.ResolveDiffTeamCollision(this.GetComponent <PlayerBase>(), other.gameObject.GetComponent <PlayerBase>()); } else if (other.gameObject.CompareTag("Gryffindor")) { CollisionHandler.ResolveSameTeamCollision(this.gameObject, other.gameObject); } else if (other.gameObject.CompareTag("Ground")) { //player is already unconscious and falling if (state.Equals(PlayerState.Unconscious)) { TransitionState(PlayerState.Waiting); } } else if (other.gameObject.CompareTag("Environment")) { TransitionState(PlayerState.Unconscious); } else if (other.gameObject.CompareTag("Boundary")) { _rb.AddForce(-other.gameObject.transform.position); } }
private void OnThrowingGrenade(ThrowingGrenadeEventArgs ev) { if (CheckItem(ev.Player.CurrentItem)) { ev.IsAllowed = false; Grenade grenadeComponent = ev.Player.GrenadeManager.availableGrenades[0].grenadeInstance.GetComponent <Grenade>(); Timing.CallDelayed(1f, () => { Vector3 pos = ev.Player.CameraTransform.TransformPoint(grenadeComponent.throwStartPositionOffset); if (ExplodeOnCollision) { var grenade = SpawnGrenade(pos, ev.Player.CameraTransform.forward * 9f, 1.5f, GetGrenadeType(ItemType)).gameObject; CollisionHandler collisionHandler = grenade.gameObject.AddComponent <CollisionHandler>(); collisionHandler.owner = ev.Player.GameObject; collisionHandler.grenade = grenadeComponent; TrackedGrenades.Add(grenade); } else { SpawnGrenade(pos, ev.Player.CameraTransform.forward * 9f, FuseTime, GetGrenadeType(ItemType)); } ev.Player.RemoveItem(ev.Player.CurrentItem); }); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "EnterTown") { CollisionHandler col = other.gameObject.GetComponent <CollisionHandler>(); GameManager.instance.nextHeroPosition = col.spawnPoint.transform.position; GameManager.instance.sceneToLoad = col.sceneToLoad; GameManager.instance.LoadNextScene(); } if (other.tag == "LeaveTown") { CollisionHandler col = other.gameObject.GetComponent <CollisionHandler>(); GameManager.instance.nextHeroPosition = col.spawnPoint.transform.position; GameManager.instance.sceneToLoad = col.sceneToLoad; GameManager.instance.LoadNextScene(); } if (other.tag == "region1") { GameManager.instance.curRegion = 0; } if (other.tag == "region2") { GameManager.instance.curRegion = 1; } if (other.tag == "region3") { GameManager.instance.curRegion = 2; } }
/// <summary> /// Määrää, mihin aliohjelmaan siirrytään kun /// olio <code>obj</code> törmää tiettyyn toiseen olioon <code>target</code>. /// </summary> /// <param name="obj">Törmäävä olio.</param> /// <param name="target">Olio johon törmätään.</param> /// <param name="handler">Metodi, joka käsittelee törmäyksen (ei parametreja).</param> public void AddCollisionHandlerByRef <O, T>(O obj, T target, CollisionHandler <O, T> handler) where O : IPhysicsObject where T : IPhysicsObject { if (obj == null) { throw new NullReferenceException("Colliding object must not be null"); } if (target == null) { throw new NullReferenceException("Collision target must not be null"); } if (handler == null) { throw new NullReferenceException("Handler must not be null"); } CollisionHandler <IPhysicsObject, IPhysicsObject> targetHandler = delegate(IPhysicsObject collider, IPhysicsObject collidee) { if (object.ReferenceEquals(collidee, target)) { handler((O)collider, (T)collidee); } }; obj.Collided += targetHandler; collisionHandlers.Add(new CollisionRecord(obj, target, null, handler), targetHandler); }
/// <summary> /// Määrää, mihin aliohjelmaan siirrytään kun /// olio <code>obj</code> törmää toiseen olioon, jolla on tietty tagi <code>tag</code>. /// </summary> /// <param name="obj">Törmäävä olio.</param> /// <param name="tag">Törmättävän olion tagi.</param> /// <param name="handler">Metodi, joka käsittelee törmäyksen (ei parametreja).</param> public void AddCollisionHandlerByTag <O, T>(O obj, object tag, CollisionHandler <O, T> handler) where O : IPhysicsObject where T : IPhysicsObject { if (obj == null) { throw new NullReferenceException("Colliding object must not be null"); } if (tag == null) { throw new NullReferenceException("Tag must not be null"); } if (handler == null) { throw new NullReferenceException("Handler must not be null"); } CollisionHandler <IPhysicsObject, IPhysicsObject> targetHandler = delegate(IPhysicsObject collider, IPhysicsObject collidee) { if (collidee is T && StringHelpers.StringEquals(collidee.Tag, tag)) { handler((O)collider, (T)collidee); } }; obj.Collided += targetHandler; collisionHandlers.Add(new CollisionRecord(obj, null, tag, handler), targetHandler); }
/// <summary> /// Luodaan urhealle sankarillemme vihollisia /// </summary> /// <param name="paikka">Vihollisen sijainti</param> /// <param name="leveys">Vihollisen koko</param> /// <param name="korkeus">Vihollisen koko</param> /// <param name="liikemaara">Vihollisen liikkumasäde</param> public void LuoVihu(Vector paikka, double leveys, double korkeus, int liikemaara) { PhysicsObject vihu = new PhysicsObject(leveys, korkeus); vihu.Position = paikka; vihu.CanRotate = false; vihu.Image = VihunSkini(); Add(vihu); PathFollowerBrain pfb = new PathFollowerBrain(); List <Vector> reitti = new List <Vector>(); reitti.Add(vihu.Position); Vector seuraavaPiste = new Vector(vihu.X - liikemaara * RUUDUN_LEVEYS, vihu.Y); reitti.Add(seuraavaPiste); pfb.Path = reitti; AddCollisionHandler(vihu, "pelaajanKivi", CollisionHandler.ExplodeBoth(50, true)); Timer heittoAjastin = new Timer(); Random rnd = new Random(); heittoAjastin.Interval = rnd.Next(2, 8); heittoAjastin.Timeout += delegate() { Heita(vihu, "vihunKivi", -1000); }; heittoAjastin.Start(); vihu.Destroyed += delegate { heittoAjastin.Stop(); pisteet.Value += 1; }; vihu.Brain = pfb; pfb.Loop = true; }
public void Init(GameObject gameObject) { m_Owner = gameObject; SurfaceHandler.Init(m_Owner); CollisionHandler.Init(m_Owner); }
public void ResolveCollisionsWithTwoRigidBodies_ShouldMoveObjectsToCorrectPositions() { var firstObject = new GameObject { Layer = 1, HasCollider = true, Position = new Vector2D(0, -1) }; firstObject.AddComponent <RigidBody2D>().Velocity = Vector2D.Right; var secondObject = new GameObject { Layer = 1, HasCollider = true, Position = new Vector2D(0, 1) }; secondObject.AddComponent <RigidBody2D>().Velocity = Vector2D.Left; firstObject.Step(); secondObject.Step(); CollisionHandler.ResolveCollisions(new[] { firstObject, secondObject }); firstObject.Position.Should().BeEquivalentTo(new Vector2D(0, -1) + Vector2D.Right); secondObject.Position.Should().BeEquivalentTo(new Vector2D(0, 1) + Vector2D.Left); }
void Start() { spaceship = GetComponent <Rocket>(); rigidBody = GetComponent <Rigidbody>(); collisionHandler = GetComponent <CollisionHandler>(); audioSource = GetComponent <AudioSource>(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); //Author: Troy Carefoot Viewport viewport = GraphicsDevice.Viewport; mainScreen = new Screen(viewport.Width, viewport.Height); gui_manager.Screen = mainScreen; gui_manager.Initialize(); //Screen Margins mainScreen.Desktop.Bounds = new UniRectangle( new UniScalar(0.1f, 0.0f), new UniScalar(0.1f, 0.0f), // x and y = 10% new UniScalar(0.8f, 0.0f), new UniScalar(0.8f, 0.0f) // width and height = 80% ); login_menu = new LoginMenu(this); //Users must login to play online collisionHandler = new CollisionHandler(); graphics.ApplyChanges(); MediaPlayer.IsRepeating = true; MediaPlayer.Play(Assets.titleSong); SoundEffect.MasterVolume = .15f; }
protected override void Init() { //Грузим тестовый уровень для отладки level = LevelManager.GetLevelByNumber(0); StartCoroutine(WaitForLoadGameScene()); handler = CollisionHandler.instance; }
void Start() { collisionHandler = GetComponent<CollisionHandler>(); // Kinematic equation: accerlation = (2 x distance) / (time^2) // Initial velocity is zero. gravityAcceleration = (2 * jumpHeight) / Mathf.Pow (timeToJumpApex, 2); // Kinematic equation: final_velocity = acceleration * time // Initial velocity is zero. jumpVelocity = Mathf.Abs(gravityAcceleration) * timeToJumpApex; }
public static Collider Point(float x, float y, CollisionHandler handler, Object tag) { return new Collider() { Type = ColliderType.Point, X = x, Y = y, Handler = handler, Tag = tag, FilterType = typeof(GameObject) }; }
public static Collider Circle(float x, float y, float radius, CollisionHandler handler, Object tag) { return new Collider() { Type = ColliderType.Circle, X = x, Y = y, X2 = radius, Handler = handler, Tag = tag, FilterType = typeof(GameObject) }; }
protected override void Initialize() { // TODO: Add your initialization logic here AssetBufferer.BufferImages(this.Content); this.character = new CharacterEntity(this.GraphicsDevice); this.characterAnimator = new CharacterAnimator(this.character); this.inputHandler = new PlayerInputHandler(this.character); this.fallingStuffAnimator = new FallingStuffAnimator(); this.collisionHandler = new CollisionHandler(this.character, this.fallingStuffAnimator.fallingEntites); this.graphics.PreferredBackBufferWidth = Globals.GLOBAL_WIDTH; this.graphics.PreferredBackBufferHeight = Globals.GLOBAL_HEIGHT; this.graphics.ApplyChanges(); base.Initialize(); }
public static Collider LineFirst(float x, float y, float x2, float y2, CollisionHandler handler, Object tag) { return new Collider() { Type = ColliderType.LineFirst, X = x, Y = y, X2 = x2, Y2 = y2, Handler = handler, Tag = tag, FilterType = typeof(GameObject) }; }
public void Initialize(Transform t) { collision = GetComponent<CollisionHandler>(); SetCameraTarget(t); xOrbitInput = yOrbitInput = zoomInput = yOrbitSnapInput = mouseOrbitInput = xMouseOrbitInput = 0; if (target) { MoveToTarget(); collision.Initialize(GetComponent<Camera>()); collision.UpdateCollisionHandler(destination, targetPos); } previousMousePos = currentMousePos = Input.mousePosition; }
static void Main() { var objectGenerator = new ObjectGenerator(WorldWidth, WorldHeight); var consoleRenderer = new ConsoleRenderer(WorldWidth, WorldHeight); var collisionHandler = new CollisionHandler(WorldWidth, WorldHeight); var controller = new Controller(); controller.Pause += Controller_Pause; var engine = new ExtendedEngine(WorldWidth, WorldHeight, objectGenerator, collisionHandler, consoleRenderer, controller); engine.Run(); }
void Start() { collision = GetComponent<CollisionHandler>(); SetCameraTarget(target); zoomInput = mouseOrbitInput = 0; if (target) { controller = target.GetComponent<PlayerController>(); MoveToTarget(); collision.Initialize(Camera.main); collision.UpdateCollisionHandler(destination, targetPos); } }
public Bubble(Model model, Game game, Camera camera, OctTree octTree, Vector3 startPosition, Vector3 startDirection, Vector3 startUp, BasicCube[] worldMap, ScreenManager screenManager) : base(model, game) { this.octTree = octTree; // shadow = game.Content.Load<Effect>(@"Shader/Shadow"); movementHandler = new MovementAndInputHandler(game, this); collisionHandler = new CollisionHandler(game, this, screenManager, worldMap); effect = ((Spectrum)game).effect; texture = screenManager.texManager.getBubbleTexture(); this.camera = camera; this.currentPosition = startPosition; this.game = game; this.bubble = model; this.startPosition = startPosition; this.currentPosition = startPosition; movementHandler.setStartValues(startPosition, Vector3.Backward, Vector3.Up, Quaternion.Identity, SpectrumEnums.Orientation.posY); this.soundManager = ((Spectrum)game).soundManager; this.screenManager = screenManager; this.screenManager.setPlayer(this); }
public bool SubscribeCollisionEvent(Guid GUID, CollisionHandler handler) { bool subscribed = false; if (collisionEvents.ContainsKey(GUID)) { collisionEvents[GUID] += handler; subscribed = true; } return subscribed; }
public void SetCollisionHandler(CollisionHandler collisionHandler) { this.entity.FindComponent<BlockEntityBehavior>().EventCollision += collisionHandler; }
public bool SubscribeCollisionEvent(Guid GUID, CollisionHandler handler) { return true; }
// Use this for initialization void Start() { this.colHandler = GetComponent<CollisionHandler>(); this.speed = 0.1f; }
void Start() { if (Instance != null) { Instance.orbit.yRotation = -180; Instance.position.distanceFromTarget = -20; Instance.position.newDistance = -20; Destroy(gameObject); } else { Instance = this; DontDestroyOnLoad(gameObject); } //setting camera target SetCameraTarget(target); collision = GetComponent<CollisionHandler>(); if (target) { MoveToTarget(); collision.Initialize(Camera.main); collision.UpdateCollisionHandler(destination, targetPos); } position.newDistance = position.distanceFromTarget; }
void Start() { collision = GetComponent<CollisionHandler>(); SetCameraTarget(target); zoomInput = yOrbitSnapInput = mouseOrbitInput = 0; if (target) { MoveToTarget(); collision.Initialize(Camera.main); collision.UpdateCollisionHandler(destination, targetPos); } previousMousePos = currentMousePos = Input.mousePosition; }