void Start () { controller = GetComponent<Controller2D> (); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); }
//Note: Only the host can decide who got hit. public override void PowerActionEnter (GameObject player, Controller2D controller) { //cant stick to yourself again. also wait for response rpc before sending another one. if (controller.hasbomb || sentRPC) { return; } if (stickready) { //No need to confirm getting stuck if you're the server. if (Network.isServer) { if (Analytics.Enabled) { GA.API.Design.NewEvent ("Players Stuck", player.transform.position); } networkView.RPC ("AttachToPlayer", RPCMode.Others, Network.player, firststick); //do this second so that firstick isnt changed until the end. AttachToPlayer (Network.player, firststick); } else { //We call this incase two people get stuck at around the same time, so that bombs dont //stick to different characters on different clients. //Those with lower ping at a disadvantage (since their message gets there first) // but its probably not important for now. if (Analytics.Enabled) { GA.API.Design.NewEvent ("Bomb Transfers", player.transform.position); } sentRPC = true; networkView.RPC ("IThinkIGotStuck", RPCMode.Server); } } }
public override void PowerActionEnter(GameObject player, Controller2D controller) { applyDmg = controller.GetComponent<PlayerStatus>(); if (trapDuration > slowDuration) { if (!used) { used = true; player.rigidbody2D.drag = 0; applyDmg.Frozen(); frozenEffect = (GameObject)Instantiate(Resources.Load("FrozenEffect"), player.transform.position, Quaternion.identity); frozenEffect.GetComponent<FrozenEffect>().player = controller; frozenplayer = controller; currentplayer = player; networkView.RPC("FreezeFollow", RPCMode.Others, Network.player); if(Analytics.Enabled){ GA.API.Design.NewEvent("Times Frozen", player.transform.position); } } } else { player.rigidbody2D.drag = 100f; } }
public override void PowerActionEnter(GameObject player, Controller2D controller){ insideExplosionRange = true; target = player; controller.powerInvulnerable = true; if (playerController == null) playerController = controller; }
void Start() { controller = GetComponent<Controller2D> (); gravity = -(2 * jumpHeight) / (timeToJumpApex * timeToJumpApex); jumpVelocity = Mathf.Abs(gravity * timeToJumpApex); }
//GameObject arm; void Start() { sounds = GetComponents<AudioSource> (); gruntSound = sounds [0]; controller = GetComponent<Controller2D> (); animator = GetComponent<Animator> (); Cursor.SetCursor(cursorTexture, hotSpot, cursorMode); currentHealth = maxHealth; Debug.Log("Current Health: " + currentHealth); timeHit = Time.time; currentTime = Time.time; invincibilityTime = 1; direction = 1; _posX = transform.position.x; someScale = transform.localScale.x; gravity = -(2 * maxJumpHeight) / Mathf.Pow (timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt (2 * Mathf.Abs (gravity) * minJumpHeight); //print ("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); pivot = transform.FindChild("Pivot").gameObject; }
void Start() { base.Start(); controller = GetComponent<Controller2D>(); spriteRenderer = GetComponent<SpriteRenderer>(); enemySpeed = -enemySpeed; }
void Start() { gameControl = GameObject.FindGameObjectWithTag("GameController"); target = GameObject.FindGameObjectWithTag("Player").transform.GetComponent<Controller2D>(); focusArea = new FocusArea (target.collider.bounds, focusAreaSize); }
public override void PowerActionEnter (GameObject player, Controller2D controller) { if (Analytics.Enabled) { GA.API.Design.NewEvent ("BlackHole Deaths", player.transform.position); } controller.Die(); }
void Start() { controller = GetComponent<Controller2D> (); gravity = -(2 * jumpHeight) / Mathf.Pow (timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; print ("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); }
void Start() { spriteRenderer = GetComponent<SpriteRenderer>(); controller = GetComponent<Controller2D>(); animator = GetComponent<Animator>(); abilityManager = GetComponent<AbilityManager>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); // This is some physics formula :) maxJumpVelocity = Mathf.Abs(gravity * timeToJumpApex); minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); controller.OnEnemyCollision += OnEnemyCollision; controller.OnCollectableCollision += OnCollectableCollision; // TODO: Update enemies list on Update method but with Enumerator on every 1-2 seconds // TODO: We may not need to update the list on every frame but just to find the new closest enemy. // TODO: The update for the list entries must be done via message when new enemy dies or spawns. Enemies = GameObject.FindGameObjectsWithTag("Enemy").ToList(); foreach (GameObject enemy in Enemies) { Enemy enemyComponent = enemy.GetComponent<Enemy>(); enemyComponent.OnDeath += OnEnemyDeath; } // Currently not working. Find a way to fix this or use mouse targeting //StartCoroutine(FindClosestEnemy()); }
void Start() { audioSource = GetComponent<AudioSource> (); controller = GetComponent<Controller2D> (); shootTime = shootTimeNormal; direction = (Random.Range (1, 11) > 5 ? 1 : -1); }
protected virtual void Start() { player = GetComponent<Player>(); input = player.InputPlayer;//GetComponent<InputController>(); controller = GetComponent<Controller2D>(); movementSpecial = GetComponent<OnMovementSpecial>(); }
void Start() { controller = GetComponent<Controller2D>(); SaveLoad.Load(); Checkpoint.CheckpointsList = GameObject.FindGameObjectsWithTag("Checkpoint"); Debug.Log("Player loaded checkpoint: " + SaveLoad.save.checkpoint); if (SaveLoad.save.checkpoint != "") { Checkpoint cp = GameObject.Find(SaveLoad.save.checkpoint).GetComponent<Checkpoint>(); //cp.activated = true; cp.ActivateCheckpoint(); this.Respawn(); } animator = GetComponent<Animator>(); //assign the Animator component on the player gameobject to our new reference var. //set up jump physics gravity = -(2 * maxJumpHeight) / Mathf.Pow (timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt (2 * Mathf.Abs (gravity) * minJumpHeight); print ("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); }
public override void PowerActionEnter(GameObject player, Controller2D controller){ if( on ){ portalTo.GetComponent<TeleportPortals>().on = false; player.transform.position = portalTo.transform.position; } Debug.Log( "PORTAL" ); }
void Update() { myTarget = camScript.target; if (enabled) { state = myAnimator.GetInteger("state"); handleMovements(); handleSpriteFacing(); handleJumpHeight(); handlePlayerMovementSpeed (); handleBodyCollisions(); handleLayers(); } if (!enabled && notOnNose) { velocity.x = 0; velocity.y += -10 * Time.deltaTime; myController.Move (velocity * Time.deltaTime); } if (myTarget.tag == "Player") { playerAnim.SetLayerWeight(2, 0); } else { playerAnim.SetLayerWeight(2, 1); } }
private void Start() { parent = get_enemy_parent(); parent.set_type(EnemyType.GROUND); rigid_body = GetComponent<Rigidbody2D>(); controller = GetComponent<Controller2D>(); }
public override void PowerActionEnter(GameObject player, Controller2D controller){ if(Analytics.Enabled){ GA.API.Design.NewEvent("Spike Death", player.transform.position); } controller.Die(DeathType.RIPPED); }
// Use this for initialization void Start() { player = transform.GetComponentInParent<Player>(); controller = transform.GetComponentInParent<Controller2D>(); anim = transform.GetComponent<Animator>(); velocityX = player.velocity.x; cam = Camera.main; }
void Start() { myAnimator = GetComponent<Animator>(); renderer = GetComponent<SpriteRenderer> (); myController = GetComponent<Controller2D>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity * timeToJumpApex); }
void Start() { // We set the controller and input handler for this object, as well as calculating the gravity and jump velocity. controller = GetComponent<Controller2D>(); inputHandler = GetComponent<InputHandler>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
void Start() { controller = GetComponent<Controller2D> (); left = true; //calculate the physics values based on the settings gravity = -(2 * jumpHeight) / Mathf.Pow (jumpTime, 2); jumpVelocity = Mathf.Abs (gravity) * jumpTime; }
public void Start() { controller = GetComponent<Controller2D>(); direction = new Vector2(-1, 0); startPosition = transform.position; velocity = new Vector3(moveSpeed, 0, 0); velocity.x *= direction.x; }
public void Initialise() { controller = GetComponent<Controller2D>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow (timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs (gravity) * timeToJumpApex; print ("Gravity: " + gravity + "Jump Velocity: " + maxJumpVelocity); }
public override void Start( ) { sprite = GetComponent<SpriteRenderer>(); controller = GetComponent<Controller2D>(); anim = GetComponent<Animator>(); base.Start(); maxJumpVelocity = Mathf.Abs( gravity ) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt( 2 * Mathf.Abs( gravity ) * minJumpHeight ); }
public override void PowerActionEnter(GameObject player, Controller2D controller) { if(Analytics.Enabled){ GA.API.Design.NewEvent("Explosion Death", transform.position); } controller.Die(DeathType.EXPLOSION); }
void Start() { controller = GetComponent<Controller2D>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; Time.timeScale = 1; lives = 3; Anim = GetComponent<Animator>(); }
void Start() { player = transform.GetComponentInParent<Player>(); controller = GetComponent<Controller2D>(); velocity.x = player.velocity.x; cam = Camera.main; anim = GetComponent<Animator>(); renderer = GetComponent<SpriteRenderer>(); }
public Vector2 playerInput; // Made public for CameraFollow, why hiddent? E11 end. //void Awake() { S = this; } // ??? ->RaycastController start() is virtual... @5:00 in E06 Tutorial Video SL ###### public override void Start() { S = this; // So we can have a start in 'RaycastController' and any extended script. base.Start(); collisions.faceDir = 1; }
// Use this for initialization void Start() { controller = GetComponent<Controller2D>(); jumped = false; isCooldown = false; canPull = false; gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
// -------------------------------------------------------------------------------- // Methods // -------------------------------------------------------------------------------- void Start() { playerSpriteTransform = GetComponentInChildren <Transform>(); playerSpriteRenderer = GetComponentInChildren <SpriteRenderer>(); playerAnimation = GetComponent <PlayerAnimation>(); controller = GetComponent <Controller2D> (); boxCollider = GetComponent <BoxCollider2D> (); colliderHeight = boxCollider.size.y; gravity = -40; }
public override void Start() { base.Start(); controller = GetComponent <Controller2D>(); if (attackPivot) { attackSpriteRenderer = attackPivot.transform.GetComponentInChildren <SpriteRenderer>(); attackSpriteRenderer.transform.position += Vector3.right * range / 2; attackSpriteRenderer.transform.localScale += new Vector3(range, range, range); } range *= collider.bounds.size.x; }
// Start is called before the first frame update void Awake() { seeker = GetComponent <Seeker>(); controller = GetComponent <Controller2D>(); OnFinishPath += DefaultMethod; dmg = GetComponentInChildren <Damageable>(); originPos = transform.position; }
//public SpriteRenderer spriteRenderer; //public Animator animator; void Start() { controller = GetComponent <Controller2D>(); //spriteRenderer = GetComponent<SpriteRenderer>(); //animator = GetComponent<Animator>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); isControlled = true; }
void Start() { controller = GetComponent <Controller2D> (); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; camSize = Camera.main.aspect * Camera.main.orthographicSize; InvokeRepeating("runningSound", 0.00f, 0.3f); InvokeRepeating("slidingSound", 0.0f, 0.2f); }
// Use this for initialization void Start() { controller = GetComponent <Controller2D>(); rb = GetComponent <Rigidbody2D>(); // Kinematic equations! timeToJumpApex = Mathf.Sqrt((2 * maxJumpHeight) / -Physics2D.gravity.y); maxJumpVelocity = Mathf.Abs(Physics2D.gravity.y) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(Physics2D.gravity.y) * minJumpHeight); jumpsLeft = maxMultiJumps; }
private void OnCollisionStay2D(Collision2D collision) { Controller2D controller = collision.gameObject.GetComponent <Controller2D>(); if (controller == null) { return; } Vector3 impactDirection = collision.gameObject.transform.position - transform.position; Hurt(impactDirection); }
void Start() { ps = null; player = null; velocity = Vector3.zero; c2d = GetComponent <Controller2D>(); partSys = GetComponent <ParticleSystem>(); audsrc = GetComponent <AudioSource>(); defaultColor = transform.GetChild(0).GetComponent <SpriteRenderer>().material.color; initialLoc = transform.position; ReloadMaster.AddToMaster(this); }
void Awake() { controller = GetComponent <Controller2D>(); surrounding = GetComponent <SurroundingCheck>(); chargeBar = GetComponentInChildren <ChargeBar>(); gravity = -(2 * jumpHeight) / Mathf.Pow(jumpAccend, 2); jumpForce = Mathf.Abs(gravity * jumpAccend); input.pHorizontal = 1; state = STATE.IDLE; }
void Start() { controller = GetComponent <Controller2D>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpVelocity); sprite = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); jumpRequest = false; }
/// <summary> /// Create and return an initialized state /// </summary> public virtual State Enter(Player owner) { this.owner = owner; controller = owner.controller; gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); controller.allowPassThrough = allowPassThrough; maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); return(this); }
// Start is called before the first frame update void Start() { gravity = -(jumpHeight * 2) / (jumpTimeApex * jumpTimeApex); jumpVelocity = Mathf.Abs(gravity) * jumpTimeApex; controller = GetComponent <Controller2D>(); controller.maxWalkableAngle = maxWalkAngle; controller.maxDescendableAngle = maxDescentAngle; print(gravity); animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); spriteRenderer.color = characterTint; }
public void Animate(Vector3 velocity, bool isClimbing, Controller2D controller) { velocity.x = Mathf.Abs(velocity.x); velocity.y = Mathf.Abs(velocity.y); animName = "CharacterIdle"; nextState = 0; if (!isClimbing && velocity.x > 0.2 && velocity.y < 0.2 && controller.collisions.below) { animName = "CharacterWalking"; nextState = 1; if (velocity.x > 4) { SoundManager.Instance.Run(); animName = "CharacterRunning"; nextState = 5; } else { SoundManager.Instance.Walk(); } } else if (!isClimbing && velocity.y != 0) { animName = "CharacterJumping"; nextState = 2; } else if (isClimbing && Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) { animName = "CharacterClimbingIdle"; nextState = 4; } else if (isClimbing && (velocity.x != 0 || velocity.y != 0)) { SoundManager.Instance.Climb(); animName = "CharacterClimbing"; nextState = 3; } if (currentState != nextState) { currentState = nextState; animator.Play(animName); shadowAnimator.Play(animName); animator.SetInteger("State", nextState); shadowAnimator.SetInteger("State", nextState); } }
void Start() { Controller = GetComponent <Controller2D>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToApex; // Animation = GetComponent<Animation>(); minSpeed = 30f; maxSpeed = 105f; newTimeScale = Time.timeScale / slowFactor; this.gameObject.GetComponent <SpriteRenderer>().sprite = Moving; }
private void Start() { targetList = FindObjectsOfType <Controller2D>(); foreach (Controller2D potentialTarget in targetList) { if (potentialTarget.gameObject.tag == "Player") { target = potentialTarget; } } focusArea = new FocusArea(target.collider.bounds, focusAreaSize); }
void Start() { controller = GetComponent <Controller2D>(); /* jump height = initial velocity * time + (accelaration * time^2) / 2 * /* -> accelaration = jump height * 2 / time^2 */ gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity * timeToJumpApex); /* vf^2 = 2 * acc * displacement */ minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); }
protected override void OnUpdate() { controller = GetComponent <Controller2D>(); directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); directionalInput.Normalize(); state = state.Update(this, currentOrientation); print(state); AnimatorStuff(); }
// Use this for initialization void Start() { // get the player controller that handles movement and collisions controller = GetComponent <Controller2D>(); // deltaMovement = velocityInitiial * time + (acceleration * time^2)/2 // jumpHeight = (gravity * timeToJumpApex^2)/2 gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); // velFinal = velInitial + acceleration * time maxJumpVelocity = Mathf.Abs(gravity * timeToJumpApex); // velFinal^2 = velInit^2 + 2 * accleration * displacement minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); }
protected override void Start() { base.Start(); Controller = GetComponent <Controller2D>(); MyAnimator = GetComponentInChildren <Animator>(); stats = new StatCollection(statTemplate); gravity = -(1 * maxJumpheight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); }
void Start() { controller = GetComponent <Controller2D>(); //explanation of the following math: https://www.youtube.com/watch?v=PlT44xr0iW0&t=9s at around 6 minutes //can move the following code to update to mess with parameters in real time for when getting the right gravity, jumpping, etc. gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; //math here: https://www.youtube.com/watch?v=rVfR14UNNDo&t=2s minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); //Debug.Log("Gravity " + gravity + " jump velocity: " + maxJumpVelocity); }
void Start() { controller = GetComponent <Controller2D>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(Mathf.Abs(gravity) * minJumpHeight); print("Gravity: " + gravity + " Jump velocity: " + maxJumpVelocity); moveSpeedOld = moveSpeed; moveDashSpeed = moveSpeed * dashFactor; }
// Use this for initialization void Start() { NPCController = gameObject.GetComponent <Controller2D>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(jumpSpeed, 2); // calculate gravity maxJumpVelocity = Mathf.Abs(gravity) * jumpSpeed; // calculate jumpVelocity minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); // calculate jumpVelocity NPCCanvas.SetActive(false); defaultTalkTimer = talkTimer; }
private void Start() { controller = GetComponent <Controller2D>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); //print("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); playerActions = PlayerActions.CreateWithDefaultBindings(); }
// Start is called before the first frame update void Awake() { controller = GetComponent <Controller2D>(); sfx = GetComponent <AudioSource>(); if (sword) { sword.OnAttack += AttackFreeze; sword.OnExitAttack += ExitAttackFreeze; } OnCollectCoin += AddCoins; }
private void Start() { //Setta le regole di gravità e trova il Controller2D controller = GetComponent <Controller2D>(); playerAnimationController = GetComponent <PlayerAnimationController>(); originalGravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(originalGravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(originalGravity) * minJumpHeight); contactFilter.useLayerMask = true; contactFilter.layerMask = contactMask; contactFilter.useTriggers = true; }
private void Start() { controller = GetComponent <Controller2D>(); platformManager = FindObjectOfType <PlatformManager>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); audioSource = GetComponent <AudioSource>(); anim = GetComponentInChildren <Animator>(); jumpEffect = GetComponent <JumpEffect>(); input = GetComponent <PlayerInput>(); }
void Start() { doubleJumpParticle = gameObject.transform.GetChild(6).GetChild(0).GetComponent <ParticleSystem>(); tripleJumpParticle = gameObject.transform.GetChild(7).GetChild(0).GetComponent <ParticleSystem>(); paintingSoundSource = gameObject.transform.GetChild(8).GetComponent <AudioSource>(); jumpSoundSource = gameObject.transform.GetChild(9).GetComponent <AudioSource>(); pullPush = GetComponent <PullPush>(); controller = GetComponent <Controller2D>(); abilities = GetComponent <Abilities>(); animator = GetComponent <Animator>(); //ANIMATION createSplat = GetComponent <CreateSplat>(); }
void Start() { controller = GetComponent <Controller2D> (); //added this part now facingRight = true; gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; print("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); }
//AnimationClip m_nowPlaying = null; // Use this for initialization void Start() { controller = GetComponent <Controller2D> (); //m_anim = GetComponent<SpriteAnim> (); m_animController = GetComponent <AnimController2D> (); animator = GetComponent <Animator> (); gravity = (-2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = (Mathf.Abs(gravity) * timeToJumpApex); minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); print("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); }
private void Start() { currentHP = maxHP; controller = GetComponent <Controller2D>(); aliveGO = transform.Find("Vase").gameObject; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); gm = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); aliveAnim = aliveGO.GetComponent <Animator>(); rbAlive = aliveGO.GetComponent <Rigidbody2D>(); }