// Use this for initialization void Start() { thisPlayerBack = GetComponent <MoveBackwards>(); rectTransform = GetComponent <RectTransform>(); thisPlayerMove = GetComponent <MoveOneTile>(); thisPlayerMove.OnEndMoveEvent += ReactToEndMove; thisPlayerBack.OnEndMoveEvent += ReactToEndMove; }
private void Start() { // Get components for moving and teleporting PMC = PlayerGameObject.GetComponent <MovementComponent>(); PTC = PlayerGameObject.GetComponent <TeleportComponent>(); // bind Command to Class buttonW = new MoveForward(PMC); buttonS = new MoveBackwards(PMC); buttonShift = new Teleport(PTC); nothing = new DoNothing(PMC); }
private void Awake() { CheckPlayerCollision.OnPlayersDidntCollide += CheckForTurn; CheckPlayerCollision.OnPlayersCollided += CheckForOtherHit; playerDice = GetComponent <PlayerDiceHolding>(); playermove = GetComponent <MoveOneTile>(); moveSync = GetComponent <PlayerMoveSync>(); playerMoveBack = GetComponent <MoveBackwards>(); MoveBackwards.OnGamestateChanged += CheckAfterMoveBack; if (GetComponent <PlayerMoveSync>() != null) { playerID = GetComponent <PlayerMoveSync>().playerID; PlayerMoveSync.OnTalismanDiceRolled += ActivateTalism; isMulti = true; } else { DiceMechanism.OnTalismanDiceRolled += ActivateTalism; CheckForTurn(0); } }
// Update is called once per frame void Update() { // Continuously applies a force to the Player object in the positive Z direction using the forwardForce float if (Input.GetKey("w")) { Command MoveForward = new MoveForward(rb, forwardForce); //rb.AddForce(0, 0, forwardForce * Time.deltaTime); Invoker invoker = new Invoker(); invoker.SetCommand(MoveForward); invoker.ExecuteCommmand(); } // Constantly checks to see if the player presses the "d" key if (Input.GetKey("d")) { Command MoveRight = new MoveRight(rb, sideForce); // A force is added to the Player object in the positive X direction using the sideForce float //rb.AddForce(sideForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange); Invoker invoker = new Invoker(); invoker.SetCommand(MoveRight); invoker.ExecuteCommmand(); } // Constantly checks to see if the player presses the "a" key if (Input.GetKey("a")) { // A force is added to the Player object in the negative X direction using the sideForce float Command MoveLeft = new MoveLeft(rb, sideForce); //MoveLeft.Execute(); //rb.AddForce(-sideForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange); Invoker invoker = new Invoker(); invoker.SetCommand(MoveLeft); invoker.ExecuteCommmand(); } // Constantly checks to see if the player presses the "s" key if (Input.GetKey("s")) { Command MoveBackwards = new MoveBackwards(rb, forwardForce); // A force is added to the Player object in the negative Z direction using the forwardForce float //rb.AddForce(0, 0, -forwardForce * Time.deltaTime); Invoker invoker = new Invoker(); invoker.SetCommand(MoveBackwards); invoker.ExecuteCommmand(); } // Constantly checks to see if the player has pressed the spacebar and that the jumpsRemaining float is greater than 0 //if (Input.GetKeyDown("space") && canDoubleJump == false) //{ // // Calls the Jumping function // Jumping(); // // Sets the canDoubleJump boolean to true // canDoubleJump = true; //} //// Constantly checks to see if the player has released the spacebar //if (Input.GetKeyUp("space")) //{ // // Sets the canDoubleJump boolean to false // canDoubleJump = false; //} // Constantly checks to see if the Player object has fallen below -1 on the Y axis if (rb.position.y < -5f) { // Calls the EndGame function from the Game_Manager script FindObjectOfType <Game_Manager>().EndGame(); } }