Exemple #1
0
    // Use this for initialization
    void Start()
    {
        transformationStateSubscription = stateObserver.GetCharacterStateSubscription(ConstantStrings.TRANSFORMATION);
        currentTransformationStateValue = stateObserver.GetCharacterStateValue(ConstantStrings.TRANSFORMATION);

        currentAbilityCaster = Instantiate(((GameObject)currentTransformationStateValue).GetComponent <CharacterTransformationBundle>().GetCaster(), transform);
        transformationStateSubscription.OnStateChanged += SwitchCasterObject;
    }
 // Use this for initialization
 void Start()
 {
     bossAnimator = GetComponent <Animator>();
     CharacterState.CharacterStateSubscription hammerThrowSub = stateObserver.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE);
     hammerThrowSub.OnStateChanged += OnHammerThrow;
     CharacterState.CharacterStateSubscription meleeAttackSub = stateObserver.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE);
     meleeAttackSub.OnStateChanged += OnMeleeAttack;
 }
 // Update is called once per frame
 void Update()
 {
     if (!registered)
     {
         directionSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.CARDINAL_DIRECTION);
         directionSubscription.OnStateChanged += ChangeSpriteDirection;
         registered = true;
     }
 }
Exemple #4
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    // Use this for initialization
    void Start()
    {
        healthDisplay = GetComponent <UnityEngine.UI.Text>();
        float health = (float)playerStatesManager.GetCharacterStateValue(characterStateName);

        healthDisplay.text       = health.ToString();
        healthChangeSubscription =
            playerStatesManager.GetCharacterStateSubscription(characterStateName);
        healthChangeSubscription.OnStateChanged += UpdateHealthDisplay;
    }
 private void OnGameSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     if (scene.name == ConstantStrings.MAINGAME_SCENE_NAME)
     {
         player = GameObject.Find("Player");
         playerStatesManager = player.GetComponent <CharacterStatesManager>();
         CharacterState.CharacterStateSubscription deathSubscription = playerStatesManager.GetCharacterStateSubscription(ConstantStrings.DEATH_STATE);
         deathSubscription.OnStateChanged += OnPlayerDeath;
     }
 }
 // Use this for initialization
 void Start()
 {
     CharacterState.CharacterStateSubscription groundedSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.GROUNDED);
     prevHealth = statesManager.GetCharacterStateValue(ConstantStrings.CURRENT_HEALTH);
     CharacterState.CharacterStateSubscription healthStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.CURRENT_HEALTH);
     healthStateSubscription.OnStateChanged += CheckHit;
     CharacterState.CharacterStateSubscription stunStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.STUN_STATE);
     stunStateSubscription.OnStateChanged += CheckStun;
     horizontalAxisValue = 1;
     walkTimer           = 0;
 }
    // Use this for initialization
    protected void Start()
    {
        lightAttackStateSubscription = stateManager.GetCharacterStateSubscription(
            ConstantStrings.UI.Input.INPUT_LIGHT_ATTACK);
        heavyAttackStateSubscription = stateManager.GetCharacterStateSubscription(
            ConstantStrings.UI.Input.INPUT_HEAVY_ATTACK);
        utilityAbilityStateSubscription = stateManager.GetCharacterStateSubscription(
            ConstantStrings.UI.Input.INPUT_UTILITY);

        lightAttackStateSubscription.OnStateChanged    += CastLightAttack;
        heavyAttackStateSubscription.OnStateChanged    += CastHeavyAttack;
        utilityAbilityStateSubscription.OnStateChanged += CastUtilityAbility;
    }
    private void Start()
    {
        previousHeavyAttackCastState = (bool)stateManager.GetCharacterStateValue(ConstantStrings.UI.Input.INPUT_HEAVY_ATTACK);
        CharacterState.CharacterStateSubscription lightAttackSub =
            stateManager.GetCharacterStateSubscription(ConstantStrings.UI.Input.INPUT_LIGHT_ATTACK);
        CharacterState.CharacterStateSubscription heavyAttackSub =
            stateManager.GetCharacterStateSubscription(ConstantStrings.UI.Input.INPUT_HEAVY_ATTACK);
        CharacterState.CharacterStateSubscription utilitySub =
            stateManager.GetCharacterStateSubscription(ConstantStrings.UI.Input.INPUT_UTILITY);

        lightAttackSub.OnStateChanged += CastLightAttack;
        heavyAttackSub.OnStateChanged += CastHeavyAttack;
        utilitySub.OnStateChanged     += CastUtilityAbility;
    }
Exemple #9
0
    // Use this for initialization
    void Start()
    {
        CharacterState.CharacterStateSubscription groundedSubscription        = statesManager.GetCharacterStateSubscription(ConstantStrings.GROUNDED);
        CharacterState.CharacterStateSubscription hammerHitGroundSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HITS_GROUND);
        hammerHitGroundSubscription.OnStateChanged += CheckHammerHitGround;

        thrownHammerPosition = statesManager.GetExistingCharacterState(ConstantStrings.Enemy.HammerBoss.THROWN_HAMMER_POSITION);
        hammerThrown         = statesManager.GetExistingCharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROWN);
        speedScale           = transform.parent.GetComponentInChildren <BaseSpeedScaleState>();
        horizontalAxisValue  = -1;
        verticalValues       = 0;
        currentlyJumpingUp   = false;
        currentlyFallingDown = false;
        hammerOnGround       = false;
    }
 void Start()
 {
     disableMove = (bool)statesManager.GetCharacterStateValue(ConstantStrings.DISABLE_MOVE_STATE);
     CharacterState.CharacterStateSubscription disableMoveSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.DISABLE_MOVE_STATE);
     disableMoveSubscription.OnStateChanged += CheckMovementState;
     CharacterState.CharacterStateSubscription groundedSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.GROUNDED);
     groundedSubscription.OnStateChanged += StopJumpOnHeadHit;
     //Create magnet state if it doesn't exist
     if (statesManager.ExistsState(ConstantStrings.MAGNET_STATE))
     {
         magnetState = statesManager.GetExistingCharacterState(ConstantStrings.MAGNET_STATE);
     }
     else
     {
         magnetState = new CharacterState(ConstantStrings.MAGNET_STATE, false);
         statesManager.RegisterCharacterState(magnetState.name, magnetState);
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (!registered)
        {
            lightAttackStateSubscription = statesManager.GetCharacterStateSubscription(
                CharacterAbilityCastingStates.LightAttackCastingState.ToString());
            heavyAttackStateSubscription = statesManager.GetCharacterStateSubscription(
                CharacterAbilityCastingStates.HeavyAttackCastingState.ToString());
            utilityAbilityStateSubscription = statesManager.GetCharacterStateSubscription(
                CharacterAbilityCastingStates.UtilityCastingState.ToString());
            //moveSetStateSubscription = statesManager.GetCharacterStateSubscription(
            //ConstantStrings.MOVE_SET);

            moveSetStateSubscription.OnStateChanged += MoveSetChanged;

            lightAttackStateSubscription.OnStateChanged    += CastLightAttack;
            heavyAttackStateSubscription.OnStateChanged    += CastHeavyAttack;
            utilityAbilityStateSubscription.OnStateChanged += CastUtilityAbility;
            registered = true;
        }
        UpdateCooldowns();
    }
    // Use this for initialization
    void Start()
    {
        CharacterState.CharacterStateSubscription hammerStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE);
        hammerStateSubscription.OnStateChanged += CheckHammerState;
        CharacterState.CharacterStateSubscription hammerHitPlayerSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_PLAYER);
        hammerHitPlayerSubscription.OnStateChanged += CheckHammerHitPlayerState;
        CharacterState.CharacterStateSubscription hammerHitGroundSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HITS_GROUND);
        hammerHitGroundSubscription.OnStateChanged += CheckHammerHitGround;
        CharacterState.CharacterStateSubscription enemyHitHammerSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_ENEMY);
        enemyHitHammerSubscription.OnStateChanged += CheckEnemyHitHammerState;

        hammerThrown = statesManager.GetExistingCharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROWN);
        bcb          = GetComponentInParent <BossCastingBehavior>();
        spellStats   = GetComponent <SpellStats>();
        hammerMoving = false;
        hammerPickUp = true;
        psm          = GetComponent <ProjectileStraightMovement>();
        //Get hammer throw prefab
        hammerThrow    = bcb.GetAttack(2);
        rgb            = GetComponent <Rigidbody2D>();
        hammerPosition = new Vector2(0, 1.5f);        //Change this value to set how high boss holds hammer while walking
    }
 private void Start()
 {
     onDeadSubscription = stateObserver.GetCharacterStateSubscription(ConstantStrings.DEATH_STATE);
     onDeadSubscription.OnStateChanged += OnDeathSendScore;
     currentDeathState = (bool)stateObserver.GetCharacterStateValue(ConstantStrings.DEATH_STATE);
 }
 private void SubscribeToHealthChanges()
 {
     CharacterState.CharacterStateSubscription currHealthSub = stateObserver.GetCharacterStateSubscription(ConstantStrings.CURRENT_HEALTH);
     CharacterState.CharacterStateSubscription maxHealthSub  = stateObserver.GetCharacterStateSubscription(ConstantStrings.MAX_HEALTH);
     currHealthSub.OnStateChanged += OnCurrHealthChange;
 }
 private void Start()
 {
     CharacterState.CharacterStateSubscription lightAttackLockSub =
         stateObserver.GetCharacterStateSubscription(ConstantStrings.LIGHT_ATTACK_CAST);
     lightAttackLockSub.OnStateChanged += OnLightAttackLockSetTrigger;
 }
Exemple #16
0
 // Use this for initialization
 void Start()
 {
     CharacterState.CharacterStateSubscription meleeStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE);
     meleeStateSubscription.OnStateChanged += CheckMeleeState;
 }
 // Use this for initialization
 void Start()
 {
     CharacterState.CharacterStateSubscription healthStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.CURRENT_HEALTH);
     healthStateSubscription.OnStateChanged += CheckHit;
 }