public void ReveiveW(params object[] args)
 {
     if (!JudgeUpBorder())
     {
         _move.Move(Vector2.up);
     }
 }
Example #2
0
 public void UpdateFun()
 {
     if (_move != null)
     {
         _move.Move(_trajectory.GetDirection());
     }
 }
    virtual public void Update()
    {
        if (aiComponent != null)
        {
            aiComponent.GetInput(input);
        }
        else
        {
            GetPlayerInput(input, playerId);
        }

        if (moveComponent != null)
        {
            moveComponent.Move(input);
        }

        if (fireComponent != null && input.fire)
        {
            fireComponent.Fire(input);
        }


        invincibleTime -= Time.deltaTime;
        if (invincibleTime < 0)
        {
            invicible = false;
        }
    }
Example #4
0
 public void UpdateFun()
 {
     if (_startMove)
     {
         _move.Move(Vector2.down);
     }
 }
Example #5
0
 public void Move(int _x, int _y, float _time)
 {
     if (CanMove())
     {
         X = _x;
         Y = _y;
         MoveComponent.Move(_x, _y, _time);
     }
 }
Example #6
0
 private void Update()
 {
     //Persigue al target si corresponde
     if (_follow)
     {
         Vector3 dir = _steering.GetDir();
         _move.Move(dir);
     }
 }
Example #7
0
    public void UpdateFun()
    {
        if (_move == null)
        {
            return;
        }

        _move.Move(Vector2.up);
    }
Example #8
0
        void Start()
        {
            GameObject      unit   = new GameObject("Unit");
            AttackComponent attack = unit.AddComponent <AttackComponent>();
            MoveComponent   move   = unit.AddComponent <MoveComponent>();

            attack.Attack();
            move.Move();
        }
Example #9
0
    public void MoveRand()
    {
        var       rand = new System.Random();
        var       dirs = Enum.GetValues(typeof(Direction)).Cast <Direction>().ToList();
        Direction dir  = dirs[rand.Next(dirs.Count)];

        Debug.Log("Moving enemy " + dir);
        moveComponent.Move(dir);
    }
Example #10
0
    private void Update()
    {
        if (Time.timeScale == 0)
        {
            return;
        }
        ComputeLatestKey();
        Vector2 direction = Vector2.zero;
        int     keyCount  = 0;

        if (Input.GetKey(leftKey))
        {
            keyCount++;
            direction += KeyToVector2(leftKey);
        }
        if (Input.GetKey(rightKey))
        {
            keyCount++;
            direction += KeyToVector2(rightKey);
        }
        if (Input.GetKey(upKey))
        {
            keyCount++;
            direction += KeyToVector2(upKey);
        }
        ;
        if (Input.GetKey(downKey))
        {
            keyCount++;
            direction += KeyToVector2(downKey);
        }

        if (keyCount <= 1)
        {
            moveComponent.Move(direction);
            return;
        }
        moveComponent.Move(KeyToVector2(latestKey));
    }
Example #11
0
 public void Move(Direction dir)
 {
     moveComponent.Move(dir);
     // Debug.Log("current Node Room : " + entity.currentNode.room);
     // Debug.Log("board Room: " + board.currentRoom.Key);
     // Debug.Log("current Node: " + entity.currentNode.gridPos);
     if (entity.currentNode.room != board.currentRoom.Key)
     {
         //TODO: add somesort of screen wipe
         board.Erase();
         board.Draw(gm.rooms[entity.currentNode.room]);
     }
     gm.playerTurn = false; //should probably separate out player turn sutff
 }
Example #12
0
    private void Walk()
    {
        if (!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
        {
            state = State.Idle;
            Idle();
            return;
        }
        if (Input.GetKeyDown(KeyCode.Space))
        {
            state      = State.Jump;
            jump_speed = jump_speed_start;
            Jump();
            return;
        }
        //Debug.Log(component_move.IsColliding_ladder_down +""+ Time.time );
        if (!component_move.IsColliding_down && !component_move.IsColliding_ladder_down)
        {
            state      = State.Jump;
            jump_speed = 0;
            Jump();
            return;
        }

        Vector2 dir = new Vector2(0, 0);

        if (Input.GetKey(KeyCode.A))
        {
            dir += new Vector2(-1, 0);
        }
        if (Input.GetKey(KeyCode.D))
        {
            dir += new Vector2(1, 0);
        }

        component_move.Move(dir * walk_speed * Time.deltaTime);
    }
Example #13
0
    public void UpdateFun()
    {
        if (_move == null)
        {
            return;
        }
        if (_speed < _speedLimit)
        {
            _speed = _speedLimit;
        }
        else
        {
            _speed -= _slowSpeed * Time.deltaTime;
        }

        _move.Init(_speed);
        _move.Move(_axis);
    }
Example #14
0
 //Funcion para mover la entidad
 public void Move(Vector3 dir)
 {
     _move.Move(dir);
     _view.Move();
 }
Example #15
0
 void Update()
 {
     moveComponent.Move(new Vector2(Input.GetAxisRaw("Horizontal"), 0));
 }
Example #16
0
 /// <summary>
 /// 移动角色
 /// </summary>
 /// <param name="TargetCellPosition">目的地单元格</param>
 public void MoveRole(Vector2Int TargetCellPosition)
 {
     MoveComponent.Move(TargetCellPosition.ToVector3Int());
 }
Example #17
0
 public void MoveRole(Vector2Int[] moveList)
 {
     MoveComponent.Move(moveList.ToList());
 }
 public void UpdateFun()
 {
     _moveComponent.Move(_path.GetDirection());
 }
Example #19
0
 public void Move(float SpeedX, float SpeedY, float DeltaTime)
 {
     _moveComp.Move(SpeedX, SpeedY, DeltaTime);
 }