Example #1
0
        /// <summary>
        /// On init we grab our CharacterMovement ability
        /// </summary>
        protected override void Initialization()
        {
            _characterMovement     = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterMovement>();
            _characterPathfinder3D = this.gameObject.GetComponentInParent <CharacterPathfinder3D>();
            _aiActionMovePatrol3D  = this.gameObject.GetComponent <AIActionMovePatrol3D>();

            GameObject backToPatrolBeacon = new GameObject();

            backToPatrolBeacon.name = this.gameObject.name + "BackToPatrolBeacon";
            _backToPatrolTransform  = backToPatrolBeacon.transform;
        }
 /// <summary>
 /// Gets and stores components for further use
 /// </summary>
 protected virtual void Initialization()
 {
     BindAnimator();
     _controller         = GetComponent <TopDownController>();
     _controller2D       = GetComponent <TopDownController2D>();
     _controller3D       = GetComponent <TopDownController3D>();
     _model              = _character.CharacterModel;
     _characterMovement  = GetComponent <CharacterMovement>();
     _spriteRenderer     = GetComponent <SpriteRenderer>();
     _health             = GetComponent <Health> ();
     _inputManager       = _character.LinkedInputManager;
     _state              = _character.CharacterState;
     _movement           = _character.MovementState;
     _condition          = _character.ConditionState;
     _abilityInitialized = true;
 }
 /// <summary>
 /// On init we grab all the components we'll need
 /// </summary>
 protected override void Initialization()
 {
     _collider          = this.gameObject.GetComponent <Collider>();
     _controller        = this.gameObject.GetComponent <TopDownController>();
     _character         = this.gameObject.GetComponent <Character>();
     _characterMovement = this.gameObject.GetComponent <CharacterMovement>();
     _health            = this.gameObject.GetComponent <Health>();
     _mmPath            = this.gameObject.GetComponent <MMPath>();
     // initialize the start position
     _startPosition         = transform.position;
     _initialPosition       = this.transform.position;
     _initialDirection      = _direction;
     _initialScale          = transform.localScale;
     _currentIndex          = 0;
     _indexLastFrame        = -1;
     LastReachedPatrolPoint = this.transform.position;
 }
Example #4
0
 /// <summary>
 /// On init we grab all the components we'll need
 /// </summary>
 protected override void Initialization()
 {
     _controller        = this.gameObject.GetComponentInParent <TopDownController>();
     _character         = this.gameObject.GetComponentInParent <Character>();
     _orientation2D     = _character?.FindAbility <CharacterOrientation2D>();
     _characterMovement = _character?.FindAbility <CharacterMovement>();
     _health            = _character?._health;
     _mmPath            = this.gameObject.GetComponentInParent <MMPath>();
     // initialize the start position
     _startPosition = transform.position;
     // initialize the direction
     _direction      = _orientation2D.IsFacingRight ? Vector2.right : Vector2.left;
     _initialScale   = transform.localScale;
     _currentIndex   = 0;
     _indexLastFrame = -1;
     _waitingDelay   = 0;
     _initialized    = true;
 }
Example #5
0
        /// <summary>
        /// Sets the weapon's owner
        /// </summary>
        /// <param name="newOwner">New owner.</param>
        public virtual void SetOwner(Character newOwner, CharacterHandleWeapon handleWeapon)
        {
            Owner = newOwner;
            if (Owner != null)
            {
                CharacterHandleWeapon = handleWeapon;
                _characterMovement    = Owner.GetComponent <CharacterMovement>();
                _controller           = Owner.GetComponent <TopDownController>();

                if (CharacterHandleWeapon.AutomaticallyBindAnimator)
                {
                    if (CharacterHandleWeapon.CharacterAnimator != null)
                    {
                        _ownerAnimator = CharacterHandleWeapon.CharacterAnimator;
                    }
                }
            }
        }
 /// <summary>
 /// On init we grab our CharacterMovement ability
 /// </summary>
 protected override void Initialization()
 {
     _characterMovement = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterMovement>();
 }
 /// <summary>
 /// On init we grab our CharacterMovement ability
 /// </summary>
 protected override void Initialization()
 {
     _characterMovement = this.gameObject.GetComponent <CharacterMovement>();
 }
 /// <summary>
 /// On start we grab our character movement component and pick a random direction
 /// </summary>
 protected override void Initialization()
 {
     _characterMovement = this.gameObject.GetComponent <CharacterMovement>();
     _collider          = this.gameObject.GetComponent <Collider>();
     PickRandomDirection();
 }
 /// <summary>
 /// On Awake we grab our components
 /// </summary>
 protected virtual void Awake()
 {
     AgentPath          = new NavMeshPath();
     _topDownController = GetComponent <TopDownController>();
     _characterMovement = GetComponent <CharacterMovement>();
 }