public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); // // Use WalkController for movement (you can make your own PlayerController for 100% control) // Controller = new WalkController(); // // Use StandardPlayerAnimator (you can make your own PlayerAnimator for 100% control) // Animator = new StandardPlayerAnimator(); // // Use FirstPersonCamera (you can make your own Camera for 100% control) // Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); ClearAmmo(); SupressPickupNotices = true; Inventory.Add(new Pistol(), true); //Inventory.Add( new Shotgun() ); //Inventory.Add( new SMG() ); //Inventory.Add( new Crossbow() ); GiveAmmo(AmmoType.Pistol, 100); GiveAmmo(AmmoType.Buckshot, 8); GiveAmmo(AmmoType.Crossbow, 4); SupressPickupNotices = false; Health = 100; base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Inventory.Add(new Gun(), true); Inventory.Add(new Tool()); Inventory.Add(new PhysGun()); Inventory.Add(new GravGun()); //Inventory.Add( new BoxShooter() ); //Inventory.Add( new Welder() ); //Inventory.Add( new Thruster() ); //Inventory.Add( new Wheel() ); //Inventory.Add( new Balloon() ); //Inventory.Add( new Remover() ); //Inventory.Add( new Drone() ); base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = LastCamera; if (DevController is NoclipController) { DevController = null; } EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); Inventory.Add(new PhysGun(), true); Inventory.Add(new GravGun()); Inventory.Add(new Tool()); Inventory.Add(new Gun()); base.Respawn(); }
/// <summary> /// This is the Start method, called at the initialization of the class and used to set walkController to the instance of /// WalkController on this object. /// </summary> void Start() { // Initialize the raycastLayers raycastLayers = 1 << 9; raycastLayers = ~raycastLayers; // Initialize the walkController. walkController = GetComponent<WalkController>(); }
private void Construct(MovementController movementController, WalkController walkController, PauseMenuToggler pauseMenuToggler, [Inject(Id = "Player")] Transform playerTransform, CharacterController characterController) { _movementController = movementController; _walkController = walkController; _pauseMenuToggler = pauseMenuToggler; _playerTransform = playerTransform; _characterController = characterController; }
// Use this for initialization void Start() { _rootPoint = new MotionPoint(0, 0, 0); //Can be anything _animationList = new List <Animation>(); Util.FindChildrenWithAnimation(transform, _animationList); _ikList = new List <IterativeIK>(); FindChildrenIKs(transform, _ikList); _walkController = new WalkController(transform, null, _rootPoint, _minCyclesPerSecond, _maxCyclesPerSecond, _heightCorrection); }
public WalkControllerTest() { _userRepository = Substitute.For <IUserRepository>(); _walkRepository = Substitute.For <IWalkRepository>(); _registrationRepository = Substitute.For <IRegistrationRepository>(); _routeRepository = Substitute.For <IRouteRepository>(); _mailService = Substitute.For <IMailService>(); _configuration = Substitute.For <IConfiguration>(); _trackingHub = Substitute.For <IHubContext <TrackingHub> >(); _sut = new WalkController(_userRepository, _walkRepository, _registrationRepository, _routeRepository, _mailService, _configuration, _trackingHub); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
private void EnsureControllers() { if (VisionController == null) { VisionController = FindObjectOfType <VisionController>(); } if (ServerController == null) { ServerController = FindObjectOfType <ServerController>(); } if (WalkController == null) { WalkController = FindObjectOfType <WalkController>(); } if (AtmosController == null) { AtmosController = FindObjectOfType <AtmosController>(); } }
private void CreateGeneral() { GameObject general = Instantiate(GeneralResource, transform) as GameObject; general.transform.position = new Vector2(Random.Range(0, 20), Random.Range(0, 20)); WalkController walkController = general.GetComponent <WalkController>(); if (walkController == null) { return; } walkController.SetPosition(general.transform.position); m_CharacterList.Add(walkController); FollowTarget = general.transform; }
protected void Start() { if (this.button == null) { Debug.LogError("No button assigned", this); return; } if (this.player == null) { Debug.LogError("No player assigned", this); return; } this.walkController = this.player.GetComponent <WalkController>(); if (this.walkController == null) { Debug.LogError("No WalkController assigned to player " + this.player, this); return; } }
void Spawn(Enemy enemyToSpawn) { GameObject enemyPrefab = PrefabHolder.Instance.GetEnemy(enemyToSpawn.EnemyType()); if (enemyPrefab) { float t = Random.Range(0f, 1f); Vector3 pointToSpawn = Vector3.Lerp(leftBorder.position, rightBorder.position, t); GameObject enemy = animator.CreateObject(enemyPrefab, pointToSpawn, tower); WalkController walkController = enemy.GetComponent <WalkController>(); if (!walkController) { return; } enemyToSpawn.EnemyDelegate += OnEnemyGotDamage; walkController.Init(tower.localPosition, enemyToSpawn.GetSpeed(), enemyToSpawn.enemyId); walkController.SignalOnEnemyDamagedTower.AddListener(OnEnemyWalkedToTower); enemies[enemyToSpawn.enemyId] = walkController; } }
private void Construct(WalkController walkController) { _moveController = walkController; }
public void DoMove(Direction direction) { float speed = MoveSpeed; if (IsLying) { return; } if (!_movementFinished) { //Debug.Log("Movement not finished!"); return; } Vector2Int nextCell = Cell; Vector2 shift; Rotation = direction; switch (direction) { case Direction.Forward: nextCell += Vector2Int.up; shift = Vector2.up; break; case Direction.Backward: nextCell += Vector2Int.down; shift = Vector2.down; break; case Direction.Left: nextCell += Vector2Int.left; shift = Vector2.left; break; case Direction.Right: nextCell += Vector2Int.right; shift = Vector2.right; break; default: throw new ArgumentOutOfRangeException("direction", direction, null); } if (WalkController.CanPass(nextCell)) { _movementFinished = false; Cell = nextCell; Vector3Int cell = new Vector3Int(Cell.x, Cell.y, 0); Vector3 offset3d = Grid.CellToWorld(cell) - transform.position; Vector2 offset = new Vector2(offset3d.x, offset3d.y); CellOffset = -offset; StartCoroutine(AnimateMovement(shift * speed, 1 / speed * Time.deltaTime)); } else // Find a door { Door door = TileController.Find <Door>(nextCell.x, nextCell.y); if (door != null) { door.TryToPass(); } } }
private void Construct(WalkController walkController, MovementController movementController) { _walkController = walkController; _movementController = movementController; }