public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { base.init (go, customPhysics, inputs); soundManager.init (go); name = "Idle Mechanic"; setupAnimation (idleAnimation, ref idleHash); }
public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { flightPhysics = (FlightPhysics)customPhysics; flightInputs = (FlightInputs)inputs; base.init (go); setupAnimation (bankingParameter, ref bankingHash); }
public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { groundInputs = (GroundInputs)inputs; base.init (go, customPhysics, inputs); soundManager.init (go); setupAnimation (launchingAnimation, ref launchingHash); }
public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { flightPhysics = (FlightPhysics)customPhysics; flightInputs = (FlightInputs)inputs; base.init (go); name = "Flaring Mechanic"; setupAnimation (flaringAnimation, ref flaringHash); }
public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { groundInputs = (GroundInputs)inputs; base.init (go, customPhysics, inputs); soundManager.init (go); setupAnimation (walkingAnimation, ref walkingHash); setupAnimation (walkingSpeed, ref walkingSpeedHash); setupAnimation (angularSpeed, ref angularSpeedHash); }
public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { flightPhysics = (FlightPhysics)customPhysics; base.init (go); soundManager.init (go); mainMonbehaviour = gameObject.GetComponent<FreeFlight> (); setupAnimation (landingAnimation, ref landingHash); setupAnimation (crashingAnimation, ref crashingHash); }
/// <summary> /// Do initialization for the modes mechanics. Mode Mechanics **MUST** be instantiated **ONLY** if they are null, /// otherwise serialized data will be overwritten with default values. The same goes for inputs and physics. /// </summary> /// <param name="modeMechanics">Mode mechanics.</param> /// <param name="modeInputs">Mode inputs.</param> /// <param name="customPhysics">Custom physics.</param> public void setupMechanics(PolymorphicSerializer modeMechanics,Inputs modeInputs,System.Object customPhysics = null) { inputs = modeInputs; if (modeMechanics == null) throw new NullReferenceException ("Mode failed setupMechanics(): 'Mode mechanics' must be instantiated or " + "deserialized before calling this method."); if (inputs == null) throw new NullReferenceException ("Mode failed setupMechanics(): 'inputs' must be instantiated or deserialized " + "before calling this method."); modeMechanics.load<Mechanic> (defaultMechanicTypeName, ref defaultMechanic); modeMechanics.load<Mechanic> (mechanicTypeNames, ref mechanics); modeMechanics.load<Mechanic> (finishMechanicTypeName, ref finishMechanic); foreach (Mechanic mech in mechanics) { mech.init (gameObject, customPhysics, inputs); } if (defaultMechanic != null) { defaultMechanic.init (gameObject, customPhysics, inputs); } else { Debug.LogError ("Default Mechanic not setup!"); } if (finishMechanic != null) { finishMechanic.init (gameObject, customPhysics, inputs); } }
public override void init(GameObject go, System.Object customPhysics, Inputs inputs) { flightPhysics = (FlightPhysics)customPhysics; base.init (go); setupAnimation (glidingAnimation, ref glidingHash); }