public override EnemyState HandleInput(EntityController e, EntityInput i) { e.CheckFlip(i.horz); //Do nothing if (Mathf.Abs(i.horz) > 0) { e.body.AddForce(e.transform.right * Mathf.Sign(i.horz) * e.ACCELX); if (Mathf.Abs(e.body.velocity.x) > e.MAXSPEEDX) { e.body.velocity = new Vector2(e.MAXSPEEDX * Mathf.Sign(e.body.velocity.x), e.body.velocity.y); } } // else // { // if(Mathf.Abs(e.body.velocity.x) <= e.SLOWDOWNTHRES && Mathf.Abs(e.body.velocity.x) > e.STOPTHRESH) // { // e.body.AddForce(new Vector2 (Mathf.Sign(e.body.velocity.x), 0) * -e.ACCELSLOWDOWN); // } // else // { // e.Stop(); // } // } return(null); }
public void SwitchToNoControl() { if (currentPilot != null) { currentPilot.Disable(); } currentPilot = null; }
public override EnemyState Update(EntityController e, EntityInput i) { e.anim.SetFloat("walkingSpeed", e.body.velocity.x / e.MAXSPEEDX); if (Mathf.Abs(e.body.velocity.x) > e.MAXSPEEDX) { e.body.velocity = new Vector2(e.MAXSPEEDX * Mathf.Sign(e.body.velocity.x), e.body.velocity.y); } return(null); }
public void SwitchToAIControl() { if (currentPilot != null) { currentPilot.Disable(); } currentPilot = GetComponent <AIInput>(); currentPilot.enabled = true; }
public async Task <Company> Get(EntityInput <Guid> input) { var item = await _context .Companies .Where(x => x.Id == input.Id) .FirstOrDefaultAsync(); return(item); }
public override EnemyState HandleInput(EntityController e, EntityInput i) { e.CheckFlip(i.horz); if (Mathf.Abs(i.horz) > 0) { e.body.AddForce(e.transform.right * Mathf.Sign(i.horz) * e.ACCELX); } //Pass to GroundedState return(base.HandleInput(e, i)); }
public override EnemyState Update(EntityController e, EntityInput i) { if (Mathf.Abs(e.body.velocity.x) <= e.SLOWDOWNTHRES && Mathf.Abs(e.body.velocity.x) > e.STOPTHRESH) { e.body.AddForce(new Vector2(Mathf.Sign(e.body.velocity.x), 0) * -e.ACCELSLOWDOWN); } else { e.Stop(); } return(null); }
private void Start() { onGround = false; canMove = true; rb = GetComponent <Rigidbody2D>(); entityKeys = GetComponent <EntityInput>(); if (dataToStore != null) { dataToStore.moveable = true; dataToStore.walkVelocity = walkVelocity; dataToStore.runVelocity = runVelocity; } }
void Start() { input = GetComponent <EntityInput>(); rigidbody = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); // Cache the jump velocity so we don't have to recalculate it every tick. // This will need to be recalculated if the input variables change. jumpVelocity = CalculateJumpVelocity(); // For now, all entities use the same collision nodes, but later we could // optimise this by taking into account the size of the entity. collisionNodes = CreateCollisionNodes(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); entityInput = GetComponent <EntityInput>(); cooldownComponent = new Cooldown(0); if (dataToStore != null) { dataToStore.jumpAble = true; dataToStore.jumpVelocity = jumpVelocity; dataToStore.fallMultiplier = fallMultiplier; dataToStore.lowJumpMultiplier = lowJumpMultiplier; } }
public override EnemyState HandleInput(EntityController e, EntityInput i) { if (!e.RayCastGround()) { return(new EnemyFallingState()); } else if (Mathf.Abs(i.horz) > 0) { return(new EnemyWalkingState()); } else { return(new EnemyIdleState()); } }
// Start is called before the first frame update void Start() { if (groundLayerMask == 0) { groundLayerMask = LayerMask.GetMask("Ground"); } rb = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); entityKeys = GetComponent <EntityInput>(); if (dataToStore != null) { dataToStore.wallDashable = true; dataToStore.wallDashVelocity = dashVelocity; } }
public override EnemyState Update(EntityController e, EntityInput i) { if (e.RayCastGround()) { if (Mathf.Abs(i.horz) > 0) { return(new EnemyWalkingState()); } else { return(new EnemyIdleState()); } } return(null); }
public override EnemyState Update(EntityController p, EntityInput i) { //Run once if (entered) { entered = false; Vector3 knockbackForce = dir; knockbackForce.y = 1 * knockback; knockbackForce.x = -Mathf.Sign(knockbackForce.x) * knockback; // Debug.Log(knockbackForce); p.body.AddForce(knockbackForce); } knockBackFrameCounter++; if (knockBackFrameCounter == KNOCKBACKFRAMES) { return(new EnemyFallingState()); } return(null); }
public override void Initialize(int ownerUniqueID) { this.ownerUniqueID = ownerUniqueID; identifier = PStrings.entityController; input = new EntityInput(); input.InitializeDefaults(); attributes = new EntityAttributes(); attributes.InitializeDefaults(); state = new EntityState(); state.InitializeDefaults(); entityData = (EntityData)GridData.GetExtensible(ownerUniqueID); rigidbody = entityData.gameObject.GetComponent <Rigidbody>(); weaponController = entityData.gameObject.GetComponent <WeaponController>(); if (weaponController != null) { weaponController.Initialize(entityData); } waypointManager = (WaypointManagerData)entityData.GetExtension(PStrings.waypointManager); pathfindManager = (PathfindManagerData)entityData.GetExtension(PStrings.pathfindManager); state.rotationCurrent = Metrics.OrientationFromDirection[(int)entityData.orientation]; }
public Task <bool> Delete(EntityInput <Guid> input) { throw new NotImplementedException(); }
public async Task <Company> Get(EntityInput <Guid> input) { return(await _context.Companies.FindAsync(input.Id)); }
public BaseState(GameObject obj, EntityInput aiInput) { this.obj = obj; this.entityInputs = aiInput; }
public Patrol(GameObject obj, EntityInput EntityInputs, Vector2 left, Vector2 right, bool isPatrolToTheRight) : base(obj, EntityInputs) { patrolLoc_left = left; patrolLoc_right = right; this.isPatrolToTheRight = isPatrolToTheRight; }
public virtual EnemyState Update(EntityController e, EntityInput i) { return(null); }
// Start is called before the first frame update void Start() { cooldown = new Cooldown(0); animator = GetComponent <Animator>(); entityKeys = GetComponent <EntityInput>(); }
Task <Company> IBaseService <Guid, CompanyCreateInput, CompanyUpdateInput, Company> .Delete(EntityInput <Guid> input) { throw new NotImplementedException(); }
private void Awake() { input = GetComponent <EntityInput>(); }
public Attack(GameObject obj, EntityInput entityInputs) : base(obj, entityInputs) { }
void Start() { input = GetComponent <EntityInput>(); }
public override EnemyState Update(EntityController e, EntityInput i) { return(null); }
public Chase(GameObject obj, EntityInput entityInputs, PlayerDetector detector) : base(obj, entityInputs) { this.detector = detector; }
public override EnemyState HandleInput(EntityController e, EntityInput i) { //Do nothing //Pass to GroundedState return(base.HandleInput(e, i)); }
public virtual EnemyState HandleInput(EntityController e, EntityInput i) { return(null); }
protected override void Awake() { base.Awake(); idleToPatrolTimer = new Cooldown(0); entityInputs = GetComponent <EntityInput>(); }