/// <summary> /// Configures the action used to control grabbing. /// </summary> public virtual void ConfigureGrabAction() { if (GrabAction != null && Facade != null && Facade.GrabAction != null) { GrabAction.RunWhenActiveAndEnabled(() => GrabAction.ClearSources()); GrabAction.RunWhenActiveAndEnabled(() => GrabAction.AddSource(Facade.GrabAction)); } }
// Start is called before the first frame update void Start() { m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_Rigidbody = GetComponent <Rigidbody2D>(); m_SoundManager = GetComponent <SoundManager>(); m_Grabber = GetComponent <GrabAction>(); m_bJumpIsPressed = false; m_iNumJumps = m_iMaxJumps; }
// Start is called before the first frame update void Start() { m_MagpieAnim = GetComponent <Animator>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_Grabber = GetComponent <GrabAction>(); m_MagpieAnim.SetBool("InAir", false); m_MagpieAnim.SetBool("Moving", false); m_MagpieAnim.SetBool("Carrying", false); }
/// <summary> /// Processes the given collision data into a grab action based on the given state. /// </summary> /// <param name="publisher">The collision data to process.</param> /// <param name="actionState">The grab state to check against.</param> protected virtual void ProcessGrabAction(ActiveCollisionPublisher publisher, bool actionState) { InstantGrabProcessor.SetActive(false); PrecognitionGrabProcessor.SetActive(false); if (GrabAction.Value != actionState) { GrabAction.Receive(actionState); } if (GrabAction.Value) { publisher.Publish(); } ChooseGrabProcessor(); }
public void SetGrabber(GrabAction grabScript) { m_GrabberScript = grabScript; }