Example #1
0
 /// <summary>
 /// On init we grab our components
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     _characterButtonActivation = _character?.FindAbility <CharacterButtonActivation> ();
     JumpStartFeedback?.Initialization(this.gameObject);
     JumpStopFeedback?.Initialization(this.gameObject);
 }
Example #2
0
 /// <summary>
 /// On init we grab our components
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     _characterButtonActivation = GetComponent <CharacterButtonActivation> ();
     JumpStartFeedback?.Initialization(this.gameObject);
     JumpStopFeedback?.Initialization(this.gameObject);
 }
        /// <summary>
        /// On init we grab our WeaponAim
        /// </summary>
        protected virtual void Initialization()
        {
            _weaponAim = this.gameObject.GetComponent <WeaponAim>();
            _weapon    = this.gameObject.GetComponent <Weapon>();
            if (_weaponAim == null)
            {
                Debug.LogWarning(this.name + " : the WeaponAutoAim on this object requires that you add either a WeaponAim2D or WeaponAim3D component to your weapon.");
                return;
            }
            _originalAimControl   = _weaponAim.AimControl;
            _originalRotationMode = _weaponAim.RotationMode;

            _character     = _weapon.Owner;
            _contactFilter = new ContactFilter2D();
            _contactFilter.SetLayerMask(TargetsMask);
            _contactFilter.useLayerMask          = true;
            _contactFilter.useDepth              = false;
            _contactFilter.useNormalAngle        = false;
            _contactFilter.useOutsideDepth       = false;
            _contactFilter.useOutsideNormalAngle = false;
            _contactFilter.useTriggers           = false;
            _detectionColliders = new List <Collider2D>();
            _initialized        = true;

            FirstTargetFoundFeedback?.Initialization(this.gameObject);
            NewTargetFoundFeedback?.Initialization(this.gameObject);
            NoMoreTargetsFeedback?.Initialization(this.gameObject);

            if (AimMarkerPrefab != null)
            {
                _aimMarker      = Instantiate(AimMarkerPrefab);
                _aimMarker.name = this.gameObject.name + "_AimMarker";
                _aimMarker.Disable();
            }
        }
Example #4
0
 /// <summary>
 /// On init, we set our current switch state
 /// </summary>
 protected virtual void Start()
 {
     CurrentSwitchState = InitialState;
     SwitchOffFeedback?.Initialization(this.gameObject);
     SwitchOnFeedback?.Initialization(this.gameObject);
     ToggleFeedback?.Initialization(this.gameObject);
 }
Example #5
0
 protected virtual void Start()
 {
     _disableDelay = new WaitForSeconds(DisableDelay);
     _collider     = gameObject.GetComponent <Collider>();
     _collider2D   = gameObject.GetComponent <Collider2D>();
     _itemPicker   = gameObject.GetComponent <ItemPicker> ();
     PickedMMFeedbacks?.Initialization(this.gameObject);
 }
Example #6
0
 protected virtual void InitializeFeedbacks()
 {
     WeaponStartMMFeedback?.Initialization(this.gameObject);
     WeaponUsedMMFeedback?.Initialization(this.gameObject);
     WeaponStopMMFeedback?.Initialization(this.gameObject);
     WeaponReloadNeededMMFeedback?.Initialization(this.gameObject);
     WeaponReloadMMFeedback?.Initialization(this.gameObject);
 }
 /// <summary>
 /// On init we initialize our cooldown and feedback
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     _playerPlane = new Plane(Vector3.up, Vector3.zero);
     _mainCamera  = Camera.main;
     Cooldown.Initialization();
     DashFeedback?.Initialization(this.gameObject);
 }
Example #8
0
 /// <summary>
 /// On Awake we initialize our feedbacks and delay
 /// </summary>
 protected virtual void Awake()
 {
     FirstTargetFeedback?.Initialization(this.gameObject);
     NewTargetAssignedFeedback?.Initialization(this.gameObject);
     NoMoreTargetFeedback?.Initialization(this.gameObject);
     if (MovementDelay > 0f)
     {
         _movementDelayWFS = new WaitForSeconds(MovementDelay);
     }
 }
 /// <summary>
 /// Flag inits, initial movement determination, and object positioning
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     PointReachedFeedback?.Initialization(this.gameObject);
     EndReachedFeedback?.Initialization(this.gameObject);
     _collider2D = GetComponent <Collider2D> ();
     SetMovementAuthorization(false);
     if (StartMovingWhenPlayerIsColliding)
     {
         ScriptActivated = true;
     }
 }
Example #10
0
        /// <summary>
        /// Grabs components and shows prompt if needed
        /// </summary>
        public virtual void Initialization()
        {
            _collider   = this.gameObject.GetComponent <Collider>();
            _collider2D = this.gameObject.GetComponent <Collider2D>();
            _numberOfActivationsLeft = MaxNumberOfActivations;
            _collidingObjects        = new List <GameObject>();

            ActivationFeedback?.Initialization(this.gameObject);
            DeniedFeedback?.Initialization(this.gameObject);

            if (AlwaysShowPrompt)
            {
                ShowPrompt();
            }
        }
        /// <summary>
        /// Grabs components and shows prompt if needed
        /// </summary>
        public virtual void Initialization()
        {
            _collidingObjects            = new List <GameObject>();
            _enteredColliders            = new List <Collider2D>();
            _stayingGameObjects          = new List <GameObject>();
            _buttonActivatedZoneCollider = this.gameObject.GetComponent <Collider2D>();
            _numberOfActivationsLeft     = MaxNumberOfActivations;

            if (AlwaysShowPrompt)
            {
                ShowPrompt();
            }
            ActivationFeedback?.Initialization(this.gameObject);
            DeniedFeedback?.Initialization(this.gameObject);
            EnterFeedback?.Initialization(this.gameObject);
            ExitFeedback?.Initialization(this.gameObject);
        }
Example #12
0
 protected virtual void InitializeFeedbacks()
 {
     HitDamageableFeedback?.Initialization(this.gameObject);
     HitNonDamageableFeedback?.Initialization(this.gameObject);
 }
Example #13
0
        /// <summary>
        /// Grabs useful components, enables damage and gets the inital color
        /// </summary>
        protected virtual void Initialization()
        {
            _character = this.gameObject.GetComponent <Character>();

            if (Model != null)
            {
                Model.SetActive(true);
            }

            if (gameObject.MMGetComponentNoAlloc <Renderer>() != null)
            {
                _renderer = GetComponent <Renderer>();
            }
            if (_character != null)
            {
                if (_character.CharacterModel != null)
                {
                    if (_character.CharacterModel.GetComponentInChildren <Renderer> () != null)
                    {
                        _renderer = _character.CharacterModel.GetComponentInChildren <Renderer> ();
                    }
                }
            }
            if (_renderer != null)
            {
                if (_renderer.material.HasProperty("_Color"))
                {
                    _initialColor = _renderer.material.color;
                }
            }

            // we grab our animator
            if (_character != null)
            {
                if (_character.CharacterAnimator != null)
                {
                    _animator = _character.CharacterAnimator;
                }
                else
                {
                    _animator = GetComponent <Animator>();
                }
            }
            else
            {
                _animator = GetComponent <Animator>();
            }

            if (_animator != null)
            {
                _animator.logWarnings = false;
            }

            _initialLayer = gameObject.layer;

            _autoRespawn         = this.gameObject.GetComponent <AutoRespawn>();
            _healthBar           = this.gameObject.GetComponent <MMHealthBar>();
            _controller          = this.gameObject.GetComponent <TopDownController>();
            _characterController = this.gameObject.GetComponent <CharacterController>();
            _collider2D          = this.gameObject.GetComponent <Collider2D>();
            _collider3D          = this.gameObject.GetComponent <Collider>();

            DamageMMFeedbacks?.Initialization(this.gameObject);
            DeathMMFeedbacks?.Initialization(this.gameObject);

            _initialPosition = transform.position;
            _initialized     = true;
            CurrentHealth    = InitialHealth;
            DamageEnabled();
            UpdateHealthBar(false);
        }
 /// <summary>
 /// Called when instantiating a new body part
 /// </summary>
 public virtual void New()
 {
     NewFeedback?.Initialization();
     NewFeedback?.PlayFeedbacks();
 }