public MushroomOneUp(Game1 game, float x, float y) : base(new Vector2(x, y), new LVector2(new RectangleLimit(5, 10)), new LVector2(Limit <Vector2> .NONE)) { Bounds = new Rectangle(0, 0, 1, 1); Movement = new EntityMovement(game); Collision = new ItemCollision(); mushroomOneUpSprite = ItemSpriteFactory.Instance.CreateMushroomOneUpSprite(); }
// Use this for initialization void Start() { health = maxHealth; damageDealerType = "playerWeapon"; entityMovement = this.GetComponent <EntityMovement>(); }
void OnLandGround(EntityMovement entMove) { if(mReleased && Mathf.Sign(entMove.accel.x) == Mathf.Sign(entMove.velocity.x)) { //Debug.Log("land accel: "+entMove.accel.x); entMove.accel.x *= -2; //"brakes" } }
public ActionPatrol(Entity owner, Vector3 targetPosition) : base(owner) { _startingPosition = owner.transform.position; _targetPosition = targetPosition; _entityMovement = entity.GetCharacterComponent <EntityMovement>(); }
/// <summary> /// method call when create the class. Getting the entity movement and initializing the keyboardMovement var /// </summary> protected override void CustomAwake() { base.CustomAwake(); _entityMovement = GetComponentInParent <EntityMovement>(); _keyboardMovement = new Vector3(); }
protected void Awake() { animator = GetComponent<Animator>(); entity = GetComponentInParent<Entity>(); agent = entity.GetComponent<NavMeshAgent>(); movement = entity.GetComponent<EntityMovement>(); }
// Use this for initialization // Starts after everything has woken - must wait for gamecontrol void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; this.entityMovement = GetComponent <EntityMovement>(); Camera.main.GetComponent <CameraShake>().enabled = false; projectileSpawner = GetComponent <PlayerProjectileSpawner>(); meleeCollider.enabled = false; attacking = false; lastAttack = Time.time; temporaryInvulnerableTime = Time.time; rend = this.GetComponentInChildren <SkinnedMeshRenderer>(); //Setup player sounds meleeAttackSound = Resources.Load("Audio/melee_attack") as AudioClip; specialAttackSound = Resources.Load("Audio/special_attack") as AudioClip; rangedAttackSound = Resources.Load("Audio/range_attack") as AudioClip; damageTakenSound = Resources.Load("Audio/player_ugh") as AudioClip; jumpSound = Resources.Load("Audio/player_jump") as AudioClip; //Get a component reference to the Player's animator component animator = GetComponent <Animator>(); //Get stats from the GameControl strength = GameControl.control.playerStr; agility = GameControl.control.playerAgl; dexterity = GameControl.control.playerDex; intelligence = GameControl.control.playerInt; vitality = GameControl.control.playerVit; abilityPoints = GameControl.control.abilityPoints; maxHealth = vitality; currentHealth = maxHealth; }
void split() { Destroy(this.otherInput); this.otherPlayer.gameObject.SetActive(true); this.otherPlayer.transform.position = this.transform.position; EntityMovement otherEntitiyMovement = this.otherPlayer.GetComponent <EntityMovement>(); switch (this.GetComponent <EntityMovement>().direction) { case EntityMovement.Direction.Up: otherEntitiyMovement.changeDirection(EntityMovement.Direction.Down, true); break; case EntityMovement.Direction.Down: otherEntitiyMovement.changeDirection(EntityMovement.Direction.Up, true); break; case EntityMovement.Direction.Left: otherEntitiyMovement.changeDirection(EntityMovement.Direction.Right, true); break; case EntityMovement.Direction.Right: otherEntitiyMovement.changeDirection(EntityMovement.Direction.Left, true); break; } this.otherPlayer.startCooldown(); this.otherPlayer = null; this.isMega = false; this.startCooldown(); }
/// <summary> /// method call when the state start, setting some initial value for the movement calculation /// </summary> public override void StateInit() { // getting the entity movement _entityMovement = (StateMachine as FSMEnemyBehavior).Plane.GetComponentInChildren <EntityMovement>(); // initial position for the plane _initialPosition = _entityMovement.transform.position; _lastPosition = _initialPosition; }
/// <summary> /// override method call when the class is created. /// setting the entity movement var /// setting the initial mouse position in the _lastMousePosition var /// </summary> protected override void CustomAwake() { base.CustomAwake(); _entityMovement = GetComponentInParent <EntityMovement>(); _lastMousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); }
public Mario(Game1 game, int x, int y) : base(new Vector2(x, y), new LVector2(MaxWalkVelocity), new LVector2(MaxAcceleration)) { this.game = game; Movement = new EntityMovement(game); Collision = new PlayerCollision(); State = new SmallRightIdleState(this); Direction = 1; }
public RayCastController(EntityMovement movement) { this.movement = movement; //rayOrigins = new RaycastOrigins(); boxCollider = movement.BoxCollider; CalculateRaySpacing(); }
public Star(Game1 game, float x, float y) : base(new Vector2(x, y), new LVector2(new RectangleLimit(5, 10)), new LVector2(Limit <Vector2> .NONE)) { this.game = game; Bounds = new Rectangle(0, 0, 1, 1); Movement = new EntityMovement(game); Collision = new ItemCollision(); starSprite = ItemSpriteFactory.Instance.CreateStarSprite(); }
private bool ReturnIfRootIsActive(EntityMovement targetRoot, List <EntityMovement> activeRoots) { if (activeRoots.Contains(targetRoot)) { return(true); } return(false); }
public BowserFireball(Game1 game, Vector2 position, int direction) : base(position, new LVector2(maxVelocity), new LVector2(maxAcceleration)) { this.game = game; this.direction = new SimpleForce(direction, 0); Movement = new EntityMovement(game); Collision = new ProjectileCollision(); fireballSprite = FireballSpriteFactory.Instance.CreateBowserFireSprite(); Bounds = new Rectangle(0, 0, 2, 1); }
//CONSTRUCTOR public ES_Wander(GameObject entity, int maxWanderRange, Vector2 moveAroundArea) { this.entity = entity; this.maxWanderRange = maxWanderRange; this.moveAroundArea = moveAroundArea; entityMovement = entity.GetComponent <EntityMovement>(); entityMovement.DestinationReached += HasArrivedAtDestination; }
public override void _Ready() { base._Ready(); entityMovement = GetNode <EntityMovement>(entityMovementNodePath); gameState = NodeGetter.GetFirstNodeInGroup <GameState>(GetTree(), GameConstants.GameStateGroup, true); pathfindingTileMap = NodeGetter.GetFirstNodeInGroup <PathfindingTileMap>(GetTree(), GameConstants.PathfindingTileMapGroup, true); soundEngineNode = NodeGetter.GetFirstNodeInGroup <SoundEngineNode>(GetTree(), GameConstants.SoundEngineGroup, true); }
// Use this for initialization void Start() { Attributes = GetComponent <Attributes>(); Movement = GetComponent <EntityMovement>(); EntityManager = StarSystem.EntityManager; CurrentState = new GuardState(this); }
public Hammer(Game1 game, Vector2 position) : base(position, new LVector2(Limit <Vector2> .NONE), new LVector2(Limit <Vector2> .NONE)) { this.game = game; Bounds = new Rectangle(0, 0, 1, 1); Movement = new EntityMovement(game); Collision = new ItemCollision(); hammerSprite = ItemSpriteFactory.Instance.CreateHammerSprite(); }
// Start is called before the first frame update void Start() { playerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); healthPickupParentTransform = GameObject.Find("HealthPickupsParent").GetComponent <Transform>(); hpPickupPrefab = Resources.Load <GameObject>("Prefabs/HealthPickup"); entityMovement = GetComponent <EntityMovement>(); m_audioSource = GetComponent <AudioSource>(); m_enemyHitSound = Resources.Load("Audio/FX/enemy_hit/hitenemy") as AudioClip; }
public ActionAttackEntity(Entity owner, Entity target, bool onTargetDeathTryAutoAttack) : base(owner) { _target = target; _entityMovement = entity.GetCharacterComponent <EntityMovement>(); _entityDetection = entity.GetCharacterComponent <EntityDetection>(); _entityAttack = entity.GetCharacterComponent <EntityAttack>(); _onTargetDeathTryAutoAttack = onTargetDeathTryAutoAttack; }
public RayCast3DController(EntityMovement movement) { //Debug.Log("creating 3d ray caster"); this.movement = movement; capsuleCollider = movement.MyPhysics.MyCapsuelCollider; //boxCollider = movement.Box2DCollider; CalculateRaySpacing(); }
public RayCastController(EntityMovement movement) { Debug.Log("creating 2d ray caster"); this.movement = movement; //rayOrigins = new RaycastOrigins(); boxCollider = movement.MyPhysics.Box2DCollider; CalculateRaySpacing(); }
void OnDirXChange(EntityMovement entMove) { if(mReleased) { entMove.accel.x = 0; entMove.velocity.x = 0; } else { mPlayer.entMove.accel.x = mMoveX*moveAccel*mPlayer.scale; } }
public Koopa(Game1 game, float x, float y) : base(new Vector2(x, y), new LVector2(Limit <Vector2> .NONE), new LVector2(Limit <Vector2> .NONE)) { this.game = game; Bounds = new Rectangle(0, 0, 1, 1); Movement = new EntityMovement(game); Collision = new EnemyCollision(); Speed = 2; State = new KoopaLeftMovingState(game, this); Flip = false; }
// Start is called before the first frame update private void Start() { rb2D = GetComponent <Rigidbody2D>(); entityMovement = GetComponent <EntityMovement>(); stateMachine = FindObjectOfType <StateMachine>(); seeker = GetComponent <Seeker>(); seeker.pathCallback += OnPathComplete; InvokeRepeating("UpdatePath", 0f, 0.1f); }
//CONSTRUCTOR public ES_Wander(string stateName, GameObject entity, int maxWanderRange) : base(stateName) { this.entity = entity; this.maxWanderRange = maxWanderRange; entityMovement = entity.GetComponent <EntityMovement>(); entityMovement.DestinationReachedHandler += HasArrivedAtDestination; }
// Use this for initialization public void Start() { this.spawnController = FindObjectOfType <EnemySpawnController>(); this.entityMovement = GetComponent <EntityMovement>(); this.animator = animator = GetComponent <Animator>(); dieSound = Resources.Load("Audio/monster_die") as AudioClip; boxCollider = GetComponent <BoxCollider2D>(); circleCollider = GetComponent <CircleCollider2D>(); }
public LakituBall(Game1 game, Vector2 position, int direction) : base(position, new LVector2(maxVelocity), new LVector2(maxAcceleration)) { this.game = game; this.direction = new SimpleForce(direction, 0); Movement = new EntityMovement(game); Collision = new LakituProjectileCollision(); lakituBallSprite = LakituSpriteFactory.Instance.CreateLakituBallSprite(); Bounds = new Rectangle(0, 0, 1, 1); flip = false; Speed = direction; }
private void Start() { startPosition = GetComponent <Transform>(); entityMovement = GetComponent <EntityMovement>(); goalPositionLastUpdate = goalPosition.position; // Find our initial path _WaitingForPath = true; PathFinding.RequestPath(startPosition, goalPosition, UpdatePathData); }
public Lakitu(Game1 game, float x, float y) : base(new Vector2(x, y), new LVector2(Limit <Vector2> .NONE), new LVector2(Limit <Vector2> .NONE)) { this.game = game; Bounds = new Rectangle(0, 0, 1, 1); Movement = new EntityMovement(game); Collision = new LakituCollision(); MarioDistanceCollision = new LakituCollision(); Speed = 5; Flip = false; Left = false; State = new LakituFloatingState(game, this); }
// Start is called before the first frame update void Start() { playerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); healthPickupParentTransform = GameObject.Find("HealthPickupsParent").GetComponent <Transform>(); projectilesParent = GameObject.Find("ProjectilesParent").GetComponent <Transform>(); hpPickupPrefab = Resources.Load <GameObject>("Prefabs/HealthPickup"); projectilePrefab = Resources.Load <GameObject>("Prefabs/EnemyProjectile"); entityMovement = GetComponent <EntityMovement>(); timePassed = 0; m_rigidbody = GetComponent <Rigidbody2D>(); m_audioSource = GetComponent <AudioSource>(); m_enemyHitSound = Resources.Load("Audio/FX/enemy_hit/hitenemy") as AudioClip; m_enemyShootSound = Resources.Load("Audio/FX/enemy_shooting/545199__cbj-student__pop-3") as AudioClip; }
// Start is called before the first frame update void Start() { m_playerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); m_healthPickupParentTransform = GameObject.Find("HealthPickupsParent").GetComponent <Transform>(); m_killText = GameObject.Find("KillText"); if (m_killText == null) { return; } m_pickUpText = GameObject.Find("PickUpText"); m_pickUpPlacer = m_pickUpText.GetComponent <PlaceOnSceneObject>(); m_hpPickupPrefab = Resources.Load <GameObject>("Prefabs/HealthPickup"); m_entityMovement = GetComponent <EntityMovement>(); m_playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); m_audioSource = GetComponent <AudioSource>(); m_enemyHitSound = Resources.Load("Audio/FX/enemy_hit/hitenemy") as AudioClip; }
/* [Command] public void CmdGetLastServerDestination() { lastServerDestination = entityMovement.Destination; } */ void Awake() { entityMovement = GetComponent<EntityMovement>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); this.entityMovement = GetComponent<EntityMovement>(); this.animator = GetComponent<Animator>(); projectileSpawner = GetComponent<BossProjectileSpawner>(); yProjectileOffset = -0.2f; xProjectileOffset = 3f; currentHealth = 10; maxHealth = 10; healthBar = GameObject.FindGameObjectWithTag("HealthBar"); healthBarScale = healthBar.transform.localScale; chargeSound = Resources.Load("Audio/boss_charge") as AudioClip; largeShootSound = Resources.Load("Audio/boss_shoot_large") as AudioClip; smallShootSound = Resources.Load("Audio/small_shoot_sound") as AudioClip; renderer = this.GetComponentInChildren<SkinnedMeshRenderer>(); PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { }); generateShield(); }
// Use this for initialization // Starts after everything has woken - must wait for gamecontrol void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; this.entityMovement = GetComponent<EntityMovement>(); Camera.main.GetComponent<CameraShake>().enabled = false; projectileSpawner = GetComponent<PlayerProjectileSpawner>(); meleeCollider.enabled = false; attacking = false; lastAttack = Time.time; temporaryInvulnerableTime = Time.time; rend = this.GetComponentInChildren<SkinnedMeshRenderer>(); //Setup player sounds meleeAttackSound = Resources.Load("Audio/melee_attack") as AudioClip; specialAttackSound = Resources.Load("Audio/special_attack") as AudioClip; rangedAttackSound = Resources.Load("Audio/range_attack") as AudioClip; damageTakenSound= Resources.Load("Audio/player_ugh") as AudioClip; jumpSound = Resources.Load("Audio/player_jump") as AudioClip; //Get a component reference to the Player's animator component animator = GetComponent<Animator>(); //Get stats from the GameControl strength = GameControl.control.playerStr; agility = GameControl.control.playerAgl; dexterity = GameControl.control.playerDex; intelligence = GameControl.control.playerInt; vitality = GameControl.control.playerVit; abilityPoints = GameControl.control.abilityPoints; maxHealth = vitality; currentHealth = maxHealth; }
void OnLand(EntityMovement entMove) { if(mBounceSpeed == 0) { Release(); } else { entMove.Jump(mBounceSpeed, false); mBounceSpeed *= bounceSpeedScaleDecay; } }
void OnLand(EntityMovement entMove) { mJumpSpd *= 0.8f; entMove.Jump(mJumpSpd, false); }
void onDirXChange(EntityMovement em) { if(mMelee != null) { switch(mMeleeMode) { case Melee.On: if(em.orientXSprite != null) { Vector3 s = mMelee.transform.localScale; s.x = Mathf.Sign(em.orientXSprite.scale.x); mMelee.transform.localScale = s; } break; } } }
// Use this for initialization public void Start() { this.spawnController = FindObjectOfType<EnemySpawnController>(); this.entityMovement = GetComponent<EntityMovement>(); this.animator = animator = GetComponent<Animator>(); dieSound = Resources.Load("Audio/monster_die") as AudioClip; boxCollider = GetComponent<BoxCollider2D>(); circleCollider = GetComponent<CircleCollider2D>(); }