public void CanMoveVerticallyWhenStandingOnCollider() { var goPosition = new Vector2(0, 1); var go = SetupCollider( name: "go", layer: 0, position: goPosition, size: Vector2.one * 2 ); PhysicsMovement physicsMovement = SetupPhysicsMovement(go); var hitPosition = new Vector2(0, -1); var floor = SetupCollider( name: "floor", layer: 1, position: hitPosition, size: new Vector2(10, 2) ); float exptecedVerticalMove = 2; float allowedMoveLeft = physicsMovement.GetAllowedMovement(exptecedVerticalMove, Direction4.Left); Assert.That(allowedMoveLeft, Is.EqualTo(exptecedVerticalMove)); float allowedMoveRight = physicsMovement.GetAllowedMovement(exptecedVerticalMove, Direction4.Right); Assert.That(allowedMoveRight, Is.EqualTo(exptecedVerticalMove)); }
private void MoveEffectables(Dir4 dir, float moveAmount) { foreach (StandEffectable effectable in carryEffector.GetEffectables()) { PhysicsMovement movement = effectable.GetComponent <PhysicsMovement>(); movement.TryToMove(moveAmount, dir); } }
void Start () { rc = FindObjectOfType<RadarController>(); sp = FindObjectOfType<ShipPanel>(); Player = GameObject.FindGameObjectWithTag("Player"); tc = FindObjectOfType<TestCamera>(); HUD = FindObjectOfType<playerHUD>(); tg = FindObjectOfType<Targeting>(); pm = FindObjectOfType<PhysicsMovement>(); mycontrol = GetComponent<dfControl>(); mycontrol.CanFocus = true; mainCamera = Camera.main; }
public void Mark() { if (markLocate == null) { PhysicsMovement mark = Instantiate(marker, cannon.shooter.position, cannon.shooter.rotation) as PhysicsMovement; mark.transform.parent = transform; markLocate = mark.GetComponent <Transform> (); //mark.velocity = cannon.shooter.forward * cannon.forwardV; } }
public void CannotMoveDownWhenStandingOnCollider() { var goPosition = new Vector2(0, 1); var go = SetupCollider( name: "go", layer: 0, position: goPosition, size: Vector2.one * 2 ); PhysicsMovement physicsMovement = SetupPhysicsMovement(go); var floorPosition = new Vector2(0, -1); var floor = SetupCollider( name: "floor", layer: 1, position: floorPosition, size: new Vector2(10, 2) ); float allowedMoveDown = physicsMovement.GetAllowedMovement(2, Direction4.Down); Assert.That(allowedMoveDown, Is.EqualTo(0)); }
// Use this for initialization void Start() { pMovement = gameObject.GetComponent <PhysicsMovement> (); }
void Awake() { player = this; }
private void Start() { _playerMoveScript = GetComponent <PhysicsMovement>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _animator = GetComponent <Animator>(); }
private void Start() { _boxCollider2D = GetComponent <BoxCollider2D>(); _physicsMovement = GetComponent <PhysicsMovement>(); isDead = false; }
// Use this for initialization void Start() { pMovement = gameObject.GetComponent<PhysicsMovement> (); }
private void Awake() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PhysicsMovement>(); }
// TODO: Introduce crushable private bool IsCrushingComponent(PhysicsMovement wantsToMove) { return(wantsToMove.GetComponent <PushBlock>() || wantsToMove.GetComponent <UnlockableDoor>()); }
private void Awake() { mov = GetComponent <PhysicsMovement> (); anim = GetComponent <Animator> (); rb = GetComponent <Rigidbody> (); }
public void Shoot() { PhysicsMovement projectile = Instantiate(bullet, shooter.position, shooter.rotation) as PhysicsMovement; //projectile.velocity = new Vector3 (0, 0, forwardV); //projectile.velocity = shooter.forward * forwardV; }