public void ReveiveW(params object[] args) { if (!JudgeUpBorder()) { _move.Move(Vector2.up); } }
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; } }
public void UpdateFun() { if (_startMove) { _move.Move(Vector2.down); } }
public void Move(int _x, int _y, float _time) { if (CanMove()) { X = _x; Y = _y; MoveComponent.Move(_x, _y, _time); } }
private void Update() { //Persigue al target si corresponde if (_follow) { Vector3 dir = _steering.GetDir(); _move.Move(dir); } }
public void UpdateFun() { if (_move == null) { return; } _move.Move(Vector2.up); }
void Start() { GameObject unit = new GameObject("Unit"); AttackComponent attack = unit.AddComponent <AttackComponent>(); MoveComponent move = unit.AddComponent <MoveComponent>(); attack.Attack(); move.Move(); }
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); }
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)); }
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 }
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); }
public void UpdateFun() { if (_move == null) { return; } if (_speed < _speedLimit) { _speed = _speedLimit; } else { _speed -= _slowSpeed * Time.deltaTime; } _move.Init(_speed); _move.Move(_axis); }
//Funcion para mover la entidad public void Move(Vector3 dir) { _move.Move(dir); _view.Move(); }
void Update() { moveComponent.Move(new Vector2(Input.GetAxisRaw("Horizontal"), 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()); }
public void MoveRole(Vector2Int[] moveList) { MoveComponent.Move(moveList.ToList()); }
public void UpdateFun() { _moveComponent.Move(_path.GetDirection()); }
public void Move(float SpeedX, float SpeedY, float DeltaTime) { _moveComp.Move(SpeedX, SpeedY, DeltaTime); }