private void HandleInput(bool isArmed, PlayerInputData inputData) { if (!inputData.pressedInputs[5]) // let go of guard { stateMachine.ChangeState(playerController.standingState); } if (isArmed) { if (playerController.playerInputData.pressedInputs[1]) // right { BasicMovement.FaceRight(movementController); } else if (playerController.playerInputData.pressedInputs[2]) // left { BasicMovement.FaceLeft(movementController); } } else // Not armed { if (playerController.playerInputData.pressedInputs[1] || playerController.playerInputData.pressedInputs[2]) // right { stateMachine.ChangeState(playerController.walkingState); return; } } }
void Start() { mainCamera = Camera.main; rb = GetComponent <Rigidbody>(); lastTime = Time.time + coolDownShoot; basicMovement = GetComponent <BasicMovement>(); }
// private bool shooting = false; //should maybe be Damagable or something // Use this for initialization void Start() { m_BasicMovement = GetComponent <BasicMovement>(); m_Anim = GetComponent <Animator>(); m_AudioSource = GetComponent <AudioSource>(); m_Transform = GetComponent <Transform>(); m_BoxCollider = GetComponent <BoxCollider2D>(); m_HealthScript = GetComponent <HealthScript>(); m_HealthScript.onHurtDelegate = onHurt; m_HealthScript.onInvulnEndDelegate = onInvulnEnd; m_HealthScript.onDeathDelegate = onDeath; m_Flash = GetComponent <Flash>(); basicShootScript = GameObject.Find("BasicWeapon").GetComponent <PlayerShoot>(); powerShootScript = GameObject.Find("PowerWeapon").GetComponent <PlayerShoot>(); energy = 0.0f; shield = GameObject.Find("PlayerShield"); shield.SetActive(false); m_Grounded = false; if (GameController.respawnPosition != null) { transform.position = (Vector3)GameController.respawnPosition; } updatePositionReference(); PlayerStartEvent.Raise(); }
// Start the game public GameObject StartGame(Transform parentTransform, Vector3 spawnPoint, Quaternion spawnRotation, SettingsLevel settings) { // Create the character at the right spawnlocation GameObject current = Instantiate(currentCharacter, spawnPoint, spawnRotation); current.transform.parent = parentTransform; character = current.GetComponent <BasicMovement>(); // Set the name+character name settings.SetCharacter(name, currentCharacter.name); character.Settings(settings); // Set the right spawnpoint to the respawn location character.spawnPoint = spawnPoint; character.rotationPoint = spawnRotation; // Reset the menu if (menuCharacter != null) { name = menuCharacter.name; clr = menuCharacter.clr; } // Set the color of the character character.SetBasics(name, clr); // Set the right game state game = true; menu = false; // Return the current character that the controller controls return(current); }
void SpawnHuman() { BasicMovement human = GameObject.Instantiate(HumanPrefab, Ground).GetComponent <BasicMovement>(); GroundManager.Instance.AddHuman(human); spawnCount++; }
void Start() { playerTarget = null; nextAttackTime = 0.0f; canSeePlayer = false; canHearPlayer = false; EnemyChildDelegate losChild = lineOfSight.AddComponent <EnemyChildDelegate>(); losChild.Parent = this; losChild.ChildTag = "LoS"; EnemyChildDelegate earChild = hearingRadius.AddComponent <EnemyChildDelegate>(); earChild.Parent = this; earChild.ChildTag = "Ear"; EnemyChildDelegate atkChild = attackZone.AddComponent <EnemyChildDelegate>(); atkChild.Parent = this; atkChild.ChildTag = "Atk"; healthBar.MaxHealth = health; sr = GetComponent <SpriteRenderer>(); losCollider = lineOfSight.GetComponent <PolygonCollider2D>(); if (!sr.flipX) { lineOfSight.transform.Rotate(0f, 0f, 180f); attackZone.transform.Rotate(0f, 0f, 180f); } }
void Start() { gameOverText = GameObject.FindGameObjectWithTag("gameOverText"); gameOverText.SetActive(false); basicMovement = GameObject.FindGameObjectWithTag("boat").GetComponent <BasicMovement>(); //images = GameObject.Find("Canvas") }
void FixedUpdate() { SpeedFactor = Input.GetAxis("Horizontal"); //------------------------------------------ if (SpeedFactor > 0) { BasicMovement.LookLeft(); } else if (SpeedFactor < 0) { BasicMovement.LookRight(); } //------------------------------------------ if (Input.GetAxis("Aim") > 0.5f) { } VerticalVelocity = Rigidbody2D.velocity.y; if (Mathf.Abs(SpeedFactor) > 0.2f) { BasicMovement.Walk(SpeedFactor); } IsJumping = Input.GetAxis("Jump") == 1.0f; }
public virtual void Start() { characterAI = GetComponent <BasicAI>(); basicMovement = GetComponent <BasicMovement>(); agent = GetComponent <NavMeshAgent>(); originalSpeed = agent.speed; anim = transform.GetChild(0).gameObject.GetComponent <Animator>(); // Find all waypoitns var waypoints = GameObject.FindGameObjectsWithTag("Waypoint"); // Only add waypoints that are close to the enemy so they don't run across the map. foreach (var waypoint in waypoints) { WaypointTransforms.Add(waypoint.transform); } var wayPointTransformsToRemove = new List <Transform>(); // Remove waypoints that are too far away foreach (var waypointTransform in WaypointTransforms) { if (!(Vector3.Distance(waypointTransform.position, transform.position) <= maxWayPointRange) || !WaypointInLOS(waypointTransform)) { wayPointTransformsToRemove.Add(waypointTransform); } } WaypointTransforms.RemoveAll(x => wayPointTransformsToRemove.Contains(x)); if (WaypointTransforms.Count > 0) { WaypointTransforms.Sort((a, b) => (Vector3.Distance(a.position, transform.position).CompareTo(Vector3.Distance(b.position, transform.position)))); IsPatrolling(true); } }
// Use this for initialization void Start() { m_physics = GetComponent <PhysicsSS> (); m_movement = GetComponent <BasicMovement> (); m_oldVelocity = new Vector2(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Bob") { if (!isFollowing) { thePlayer = GameObject.FindGameObjectWithTag("Bob").GetComponent <BasicMovement>(); followTarget = thePlayer.radioFollowingPoint; isFollowing = true; thePlayer.followingRadio = this; } } if (other.tag == "Doug") { if (!isFollowing) { thePlayer = GameObject.FindGameObjectWithTag("Doug").GetComponent <BasicMovement>(); followTarget = thePlayer.radioFollowingPoint; isFollowing = true; thePlayer.followingRadio = this; } } }
private void GoToCharacter() { int nr = 0; foreach (GameObject menuItem in menuItems) { if (nr == index) { menuItem.SetActive(true); } else { menuItem.SetActive(false); } nr++; } if (current != null) { Destroy(current); current = null; } current = Instantiate(characters[index], spawnPoint.position, spawnPoint.rotation); current.transform.parent = this.transform; current.transform.localScale = new Vector3(100, 100, 100); BasicMovement character = current.GetComponent <BasicMovement>(); character.SetBasics(name, clr); }
public Player(Room room) { instance = this; SetPosition(room.X + Global.screenWidth / 2, room.Y + Global.screenHeight / 2 + 116); sprite = SpriteData.GetAnimation("player"); AddGraphic(sprite); AddCollider(new BoxCollider(10, 16, Global.Tags.Player)); Collider.SetOrigin(5, 16); movement = new BasicMovement(200, 200, 20); movement.AddCollision(Global.Tags.Wall); movement.Collider = Collider; AddComponent(movement); AddComponent(new YSort()); AddComponent(state); state.ChangeState(States.Stop); damageCollider = AddCollider(new CircleCollider(16, Global.Tags.Enemy)); damageCollider.SetOrigin(16, 32); }
void Start() { cameraScript = Camera.GetComponent <CameraScript>(); paintSpawn = Paint.GetComponent <PaintSpawn>(); playerMovement = Player.GetComponent <BasicMovement>(); ChangeStates(States.Paint); paintcamera.enabled = true; movecamera.enabled = false; Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; if (sceneName == "Level1 Tutorial4") { sawBlades[0].GetComponent <SawBlades>().enabled = false; sawBlades[1].GetComponent <SawBlades>().enabled = false; sawBlades[0].GetComponent <PolygonCollider2D>().enabled = false; sawBlades[1].GetComponent <PolygonCollider2D>().enabled = false; } else { sawBlades = null; } if (sceneName == "Level1 Tutorial5") { greengoal.GetComponent <Rigidbody2D>().gravityScale = 0; } else { greengoal = null; } }
void UpdateSinglePiece(GameObject piece) { //add the basic movement script to our newly generated piece to make it move towards the player BasicMovement movement = piece.AddComponent <BasicMovement>(); //make it move with a speed of globalspeed movement.movespeed = -globalSpeed; //set the rotate speed to the lamp (directional light) rotate speed if (lampMovement != null) { movement.rotateSpeed = lampMovement.rotateSpeed; } //create an endpoint for this piece GameObject endPoint = new GameObject(); endPoint.transform.position = piece.transform.position + Vector3.forward * (dimensions.y * scale * Mathf.PI); endPoint.transform.parent = piece.transform; endPoint.name = "End Point"; //change the perlin noise offset to make sure each piece is different from the last one offset += randomness; //change the obstacle chance which means there will be more obstacles over time if (startObstacleChance > 5) { startObstacleChance -= obstacleChanceAcceleration; } }
public void SetPlayer(PlayerManager mPlayer) { pManager = mPlayer; Image img = gameObject.GetComponent <Image>(); movement = mPlayer.gameObject.GetComponent <BasicMovement>(); img.color = movement.clr; ccUI.SetActive(false); ultimateUI.SetActive(false); foreach (Image circle in colorCircles) { circle.color = movement.clr; } if (movement.character.Contains("Ranger")) { iconCircle.sprite = ranger; name.text = "Ranger"; } else if (movement.character.Contains("Berserker")) { iconCircle.sprite = berserker; name.text = "Berserker"; } }
void Awake() { bm = transform.GetComponent <BasicMovement>(); centerWeight = .1f; sigma = .15f; dashChance = .006f; }
// Use this for initialization void Start() { bm = GetComponent <BasicMovement>(); counterIn = 0; counterOut = 0; bm.previousS = Random.RandomRange(0.0f, 1.0f); }
public void SetPlayer(BasicMovement bm) { GetComponent <CameraFollow> ().target = bm.GetComponent <PhysicsSS>(); GetComponent <CameraFollow> ().initFunct(); FindObjectOfType <GUIHandler> ().OnSetPlayer(bm); CurrentPlayer = bm.gameObject; }
private void Awake() { basicMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <BasicMovement>(); camera = GetComponent <Camera>(); StartCoroutine(ShowTheMap()); }
public void Enter() { animationController.SetSprite(animations.jump[0]); movementController.SetCollider(movementController.jumpApexColliderSize, movementController.jumpApexColliderOffset); BasicMovement.Jump(movementController, PlayerTimings.PLAYER_JUMP_VELOCITY); }
// Use this for initialization protected virtual void Start() { m_BoxCollider = GetComponent <BoxCollider2D>(); m_BasicMovement = this.GetComponent <BasicMovement>(); m_Flash = GetComponent <Flash>(); if (m_Flash == null) { m_Flash = GetComponentInChildren <Flash>(); if (m_Flash == null) { m_Flash = gameObject.AddComponent <Flash>(); } } m_Collideable = GetComponent <Collideable>(); if (m_Collideable == null) { m_Collideable = gameObject.AddComponent <Collideable>(); } m_DetectMovingPlat = GetComponent <DetectMovingPlat>(); if (m_DetectMovingPlat == null) { m_DetectMovingPlat = gameObject.AddComponent <DetectMovingPlat>(); } }
public void Enter() { RunAnimation(); BasicMovement.StopHorizontal(movementController); AdvancedMovement.Crouch(movementController); }
public void setTarget(BasicMovement c, Vector3 offset, float tolerance = 1f) { // Debug.Log ("Setting target to: offset: " + offset + " t: " + tolerance); m_minDistance = tolerance; m_targetOffset = new Vector3(offset.x, offset.y, 0f); CurrentTarget = c; }
private void Awake() { basicMovement = GameObject.FindGameObjectWithTag("Player").GetComponent<BasicMovement>(); camera = GetComponent<Camera>(); StartCoroutine(ShowTheMap()); }
public override CreatureAction PerfectCopy(Creature targetCreature) { var newMovement = new BasicMovement(targetCreature); newMovement._creatureSide = _creatureSide; return(newMovement); }
public void Enter() { timeInSeconds = 0; animationController.SetSprite(animations.dash[5]); BasicMovement.StopAll(movementController); }
void Awake() { rig = GetComponent <Rigidbody>(); cc = GetComponent <CapsuleCollider>(); bm = GetComponent <BasicMovement>(); gm = GetComponent <GrapplingMovement>(); groundDetector = transform.Find("GroundDetector"); }
private void Awake() { moveScript = GetComponent <BasicMovement>(); if (effectPostion == null) { effectPostion = gameObject.transform; } }
public override CreatureAction ImperfectCopy(Creature targetCreature, float errorChance, float minDeviation, float maxDeviation) { var newMovement = new BasicMovement(targetCreature); newMovement._creatureSide = (Direction)ValueMutator.MutateFlat((int)_creatureSide, errorChance, -1, 1); return(newMovement); }
public void Enter() { RunAnimation(); movementController.SetPhysicsMaterialSlope(movementController.IsOnSlope()); BasicMovement.StopHorizontal(movementController, true); AdvancedMovement.Crouch(movementController); timeInSeconds = 0d; }
public BasicDrawable(float x, float y, Color color, float scale, float rotation) { this.color = color; this.x = x; this.y = y; this.rotation = rotation; this.scale = scale; this.movementQueue = new BasicCollection("movementQueue"); this.actualMovement = null; this.hiden = false; }
void Update() { Player = GameObject.FindGameObjectWithTag ("Player"); if (Player != null){ _Mov = Player.GetComponent<BasicMovement> (); } if (shake > 0) { camTransform.localPosition = PlayerPos + Random.insideUnitSphere * shakeAmount; shake -= Time.deltaTime * decreaseFactor; } else { shake = 0f; if(Player != null){ PlayerPos = new Vector3(Player.transform.position.x,Player.transform.position.y,-10); camTransform.localPosition = PlayerPos; } } }
void Start() { // Set variables to objects cart = GameObject.Find("Cart").GetComponent<BasicMovement>(); StartSpawnRate(); previousSpawn = totalDodges = 0; currentTrack = trackNumber.CENTER; startSpawn = 500; offsetY = 1.5f; }
// Use this for initialization void Start() { _Mov = Player.GetComponent<BasicMovement>(); _shake = Camera.main.GetComponent<CameraShake>(); }
public AutoRun(BasicMovement cart) { this.cart = cart; }
public MoveTrackRight(BasicMovement cart) { this.cart = cart; }
public MoveCart(BasicMovement cart) { this.cart = cart; }
void Awake() { mov = gameObject.GetComponent<BasicMovement>(); }
public void addMovement(BasicMovement m) { m.drawable = this; this.movementQueue.add(m); }
void Start() { // Set variables to objects cart = GameObject.Find("Cart").GetComponent<BasicMovement>(); topLeftCube = GameObject.Find("TopLeft"); topCenterCube = GameObject.Find("TopCenter"); topRightCube = GameObject.Find("TopRight"); middleLeftCube = GameObject.Find("MiddleLeft"); middleCenterCube = GameObject.Find("MiddleCenter"); middleRightCube = GameObject.Find("MiddleRight"); topLeft = topLeftCube.GetComponent<CubeGridCollider>(); topCenter = topCenterCube.GetComponent<CubeGridCollider>(); topRight = topRightCube.GetComponent<CubeGridCollider>(); middleLeft = middleLeftCube.GetComponent<CubeGridCollider>(); middleCenter = middleCenterCube.GetComponent<CubeGridCollider>(); middleRight = middleRightCube.GetComponent<CubeGridCollider>(); StartSpawnRate(); previousSpawn = totalHits = 0; startSpawn = 1000; }
public void update(GameTime gameTime) { if(this.movementQueue.hasNext() && this.actualMovement == null) { this.actualMovement = (BasicMovement) this.movementQueue.first(); this.movementQueue.remove(this.actualMovement); this.actualMovement.onReady(); } if (this.actualMovement != null) { if (!this.actualMovement.isPlaying()) this.actualMovement.play(); this.actualMovement.update(gameTime); if (this.actualMovement.isFinished()) this.actualMovement = null; } onUpdate(gameTime); }
public RunMovement(BasicMovement cart) { this.cart = cart; }
public MoveTrackLeft(BasicMovement cart) { this.cart = cart; }
public void Initialize(BasicMovement cart) { this.cart = cart; }