public virtual void Start() { animations = new PlayerAnimator(); #endif move = new PlayerMove(transform, animations); rotate = new PlayerRotate(transform); fall = new PlayerFall(transform, animations); respawner = new PlayerRespawn(animations, player_effects[1]); platforming = new PlayerSetMovements(transform, gameObject, move, rotate, fall, animations, respawner, player_effects[0]); health_bar = new PlayerHP(health, transform, respawner); move.SetMovementSpeed((float)movement_speed); rotate.SetRotationSpeed((float)rotation_speed); rotate.SetIceRotationSpeed((float)ice_rotation_speed); fall.SetFallSpeed((float)fall_speed); platforming.SetMovementSpeed((float)movement_speed); platforming.SetIceMovementSpeed((float)ice_movement_speed); health_bar.SetHealthBarInVisibile(); #if BOLT state.SetTransforms(state.Transform, transform); state.SetAnimator(GetComponent <Animator>()); state.Animator.applyRootMotion = entity.isOwner; state.Animator.SetInteger("Type", 0); //Tiger = 0. //state.Stand = true; state.Animator.SetBool("Stand", true); //Player colors string player_network_id = entity.networkId.ToString(); player_network_id = player_network_id.Substring(Math.Max(0, player_network_id.Length - 2)); player_network_id = player_network_id[0].ToString(); // if (entity.isOwner) { // if (player_network_id == "1") { // state.CubeColor = new Color(255, 0, 0); // } // else if (player_network_id == "2") { // state.CubeColor = new Color(0, 255, 0); // } // else { // state.CubeColor = new Color(255, 255, 255); // } // } // state.AddCallback("CubeColor", ColorChanged); #endif }
public override void _Ready() { _collision_layer = 1; ((Area)FindNode("MeleAttackArea")).SetCollisionMaskBit(2, true); // monitor only enemies AddToGroup("player"); var st_ground = new PlayerGround(); var st_air = new PlayerAir(); var st_skill1 = new PlayerSkill1(); var st_skill3 = new PlayerSkill3(); var tr_jump = new PlayerJump(st_air); var tr_fall = new PlayerFall(st_air); var tr_land = new PlayerLand(st_ground); var tr_skill1 = new PlayerActivateSkill(st_skill1, 0, GD.KEY_Z); var tr_skill3 = new PlayerActivateSkill(st_skill3, 2, GD.KEY_C); st_ground.AddTransition(tr_jump); st_ground.AddTransition(tr_fall); st_ground.AddTransition(tr_skill1); st_ground.AddTransition(tr_skill3); st_air.AddTransition(tr_land); st_air.AddTransition(tr_skill1); st_air.AddTransition(tr_skill3); st_skill1.AddTransition(new FromOneShotAnim(st_ground, "skills")); st_skill3.AddTransition(new FromOneShotAnim(st_ground, "skills")); _fsm = new FSM(this, st_ground); // Attributes Attributes.Level = 0; Attributes.RunSpeed = 8; Attributes.JumpHeight = 4; Attributes.MaxHealth = 100; Attributes.Health = Attributes.MaxHealth; Attributes.Damage = 10; Attributes.CritChance = 0.1f; Attributes.Experience = 0.0f; Attributes.NextLevelExperience = 100; }
void OnPlayerFall(PlayerFall e) { fallenPlayer = e.fallenPlayer; SetStatus(TaskStatus.Success); }
void RoundLoss(PlayerFall e) { playerRoundLosses[e.fallenPlayer.playerNum - 1] += 1; }
public void Colliding(GameObject o) { PlayerFall?.Invoke(o); StartCoroutine(StandingUp()); }
void OnPlayerFall(PlayerFall e) { StopListeningForInput(); }
void OnPlayerFall(PlayerFall e) { SetStatus(TaskStatus.Aborted); }