void Start()
    {
        attackList    = new AbstractAttack[7];
        attackList[0] = crouchingAttack;
        attackList[1] = standingNeutral;
        attackList[2] = standingAir;
        attackList[3] = airNeutral;
        attackList[4] = airBack;
        attackList[5] = airFront;
        attackList[6] = airDown;


        if (useActorForce)
        {
            forceType = GetComponent <Actor>().forceType;
        }

        for (int i = 0; i < attackList.Length; i++)
        {
            _tempAtk = (AbstractAttack)Instantiate(attackList[i], this.transform.position, Quaternion.identity) as AbstractAttack;
            _tempAtk.transform.parent = this.transform;
            _tempAtk.forceType        = forceType;
            attackList[i]             = _tempAtk;
        }
    }
 /// <summary>
 /// Sets the 'force' of the attack. This means what color it has, or what team it belongs to.
 /// </summary>
 /// <param name="_force">The force value.</param>
 public void SetForce(Properties.ForceType _force)
 {
     forceType = _force;
     for (int i = 0; i < m_childHurtBoxes.Length; i++)
     {
         m_childHurtBoxes[i].SetForce(_force);
     }
 }
Example #3
0
    /// <summary>
    /// Initialize the page. Used instead of the default MonoBehaviour Start() to ensure that things
    /// are created in a particular order.
    /// </summary>
    public virtual void Init()
    {
        m_attacks    = new AbstractAttack[4];
        m_attacks[0] = standingNeutral;
        m_attacks[1] = standingDirectional;
        m_attacks[2] = airNeutral;
        m_attacks[3] = airDirectional;

        if (useActorForce)
        {
            forceType = parent.GetComponent <Actor>().forceType;
        }

        AbstractAttack _tempAtk;

        for (int i = 0; i < m_attacks.Length; i++)
        {
            _tempAtk = (AbstractAttack)Instantiate(m_attacks[i], this.transform.position, Quaternion.identity) as AbstractAttack;
            _tempAtk.transform.parent = parent.transform;
            _tempAtk.forceType        = forceType;
            m_attacks[i] = _tempAtk;
        }
    }
Example #4
0
 /// <summary>
 /// Set the force type of the current hurt box. Used in the Attack method that houses the HurtBoxes.
 /// </summary>
 /// <param name="_type"></param>
 public void SetForce(Properties.ForceType _type)
 {
     forceType = _type;
 }