public void DoEvent(UnitAITrigger _trigger, int _index, Collider _col = null) { curAI = _trigger.CurAi; if (!equip) { equip = curAI.GetComponent <UnitEquip>(); } index = _index; finished = false; if (_col) { curTarget = _col; } if (startType == StartType.Instant) { StartEvent(); } else if (startType == StartType.WaitForPreviousToFinish && index > 0) { if (waitRoutine != null) { curAI.StopCoroutine(waitRoutine); } waitRoutine = curAI.StartCoroutine(StartWaitForPrevious(_trigger)); } }
public void ActivateTriggerDetection(UnitAI _sender, bool _activate) { CurAi = _sender; equip = CurAi.GetComponent <UnitEquip>(); unit = CurAi.GetComponent <Unit>(); senderTrans = _sender.transform; switch (triggerType) { case TriggerType.OnEnter: DoEnterDetection(_activate); break; case TriggerType.OnExit: DoExitDetection(_activate); break; case TriggerType.OnStay: DoStayDetection(_activate); break; case TriggerType.ValueAmount: DoValueAmountDetection(_activate); break; } }
protected virtual void GetComponents() { controller = GetComponent <UnitController>(); equip = GetComponent <UnitEquip>(); anim = GetComponent <UnitAnimations>(); rb = GetComponent <Rigidbody2D>(); col = GetComponent <Collider2D>(); }
public virtual void GetProperties() { detectZones = sourceRef.FindProperty("detectZones"); unitAIEvents = sourceRef.FindProperty("unitAIEvents"); unitAITriggers = unitAIEvents.FindPropertyRelative("unitAITriggers"); equipSource = source.GetComponent <UnitEquip>(); }
protected virtual void GetComponents() { //get comps unit = GetComponent <Unit>(); rb = GetComponent <Rigidbody>(); cc = GetComponent <CharacterController>(); equip = GetComponent <UnitEquip>(); agent = GetComponent <NavMeshAgent>(); anim = GetComponent <UnitAnimations>(); }
protected override void GetComponents() { base.GetComponents(); controller = GetComponent <UnitController>(); agent = GetComponent <NavMeshAgent>(); equip = GetComponent <UnitEquip>(); anim = GetComponent <UnitAnimations>(); rb = GetComponent <Rigidbody2D>(); col = GetComponent <Collider2D>(); }
public override void DoFX(GameObject _sender = null, GameObject _receiver = null) { equip = _receiver.GetComponent <UnitEquip>(); if (needPrerequisiteItem) { if (equip.CurItem.Data != prerequisiteItem) { Debug.Log("Invalid skin prerequisite!"); return; } } equip.CurItem.AddAmount(amountDelta); }
protected override void GetProperties() { base.GetProperties(); //skins data = sourceRef.FindProperty("data"); childSkinOverride = sourceRef.FindProperty("childSkinOverride"); skinOptions = sourceRef.FindProperty("skinOptions"); spawnSkinOverride = sourceRef.FindProperty("spawnSkinOverride"); spawnLocationData = sourceRef.FindProperty("spawnLocationData"); spawnLocations = sourceRef.FindProperty("spawnLocations"); equip = source.GetComponent <UnitEquip>(); }
protected override void GetProperties(SerializedProperty _property) { base.GetProperties(_property); boldStyle = new GUIStyle { fontStyle = FontStyle.Bold, }; //get property values unitAITriggers = _property.FindPropertyRelative("unitAITriggers"); source = fieldInfo.GetValue(_property.serializedObject.targetObject) as UnitAITriggerContainer; triggerSource = source.unitAITriggers; aiSource = _property.serializedObject.targetObject as UnitAI; equipSource = aiSource.GetComponent <UnitEquip>(); }
public override void DoFX(GameObject _sender = null, GameObject _receiver = null) { equip = _receiver.GetComponent <UnitEquip>(); if (!equip) { return; } var ammo = ammoToPickUp; if (!setAmmo) { ammo = equip.CurItem.AmmoAmountLocal.data; } equip.CurItem.PickUpAmmo(ammo); }
protected virtual void OnOwnerFound() { ownerEquip = curUnitOwner.GetComponent <UnitEquip>(); ownerAnim = curUnitOwner.GetComponent <UnitAnimations>(); inputType = ownerEquip.InputOption; var locInd = Data.defaultSpawnLocation.indexValue; var spawnLocName = curUnitOwner.SpawnLocations[locInd].stringValue; var spawnLoc = curUnitOwner.transform.FindDeepChild(spawnLocName); //set position of item transform.SetParent(spawnLoc); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; //spawn UI here instead of start SpawnUI(); }
protected override void AffectObject() { equip = affectedGameObject.GetComponent <UnitEquip>(); if (!equip) { return; } var ammo = ammoToPickUp; var finite = equip.CurItem as ItemFinite; if (finite) { if (!setAmmo) { ammo = finite.LoadedAmmo.AmmoValue.Data; } finite.LoadedAmmo.AmmoValue.ValueDelta(ammo.Value); } }
protected override void DoFX(GameObject _sender = null, GameObject _receiver = null) { equip = _receiver.GetComponent <UnitEquip>(); if (needPrerequisiteItem) { if (equip.CurItem.Data != prerequisiteItem) { Debug.Log("Invalid skin prerequisite!"); return; } } if (equip.CurUseable != null) { var finite = equip.CurUseable as ItemFinite; if (finite) { finite.LoadedAmmo.AmmoValue.ValueDelta(amountDelta); } } }
public virtual void GetComponents() { //get comps rb = GetComponent <Rigidbody2D>(); equip = GetComponent <UnitEquip>(); }
public override void GetComponents() { base.GetComponents(); enc = (EnemyController)controller; equip = GetComponent <UnitEquip>(); }
private void Start() { enc = GetComponent <EnemyController>(); equip = GetComponent <UnitEquip>(); }