// Use this for initialization void Start() { eg = GameObject.FindObjectOfType <EventGenerator>(); em = GetComponent <EventMove>(); player = GameObject.FindObjectOfType <PlayerCharacter>(); //PlayEvent(race, classes, player.money); }
public void apiIdle() { EventMove?.Invoke(this.Id, (int)MoveType.idle, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y)); movement.x = 0; // updateVelocity(); // SetMovement("x", 0); }
public void apiJump() { EventMove?.Invoke(this.Id, (int)MoveType.jump); // show animation countJump++; countJumpTemp++; // logic StartCoroutine(jump(timeJump)); audioSourceQuick.PlayOneShot(audioJump); }
public void OnMouseMove(InputAction.CallbackContext context) { if (context.performed) { _data.SetScreenPosition(context.ReadValue <Vector2>()); if (_data.clicked) { EventDrag?.Invoke(this, new MouseInfoEventArgs(_data)); } EventMove?.Invoke(this, new MouseInfoEventArgs(_data)); } }
public void MoveFilesToArh(object arhiv) { foreach (var fileToMove in GetFilesToMoveToArh((Arhiv)arhiv)) { //перемещаем файл File.Move(((Arhiv)arhiv).FromDirectory + fileToMove, ((Arhiv)arhiv).ToDirectory + fileToMove); //отправляем информацию о перемещенном файле подписчикам EventMove?.Invoke($"{DateTime.Now} " + $"Файл {((Arhiv)arhiv).FromDirectory}{fileToMove} " + $"перемещен в папку {((Arhiv)arhiv).ToDirectory}{fileToMove}"); } }
// api for AutoMoveAttack public void apiGoRight(bool isRight = true) { // print("MyCharacterController.cs: api go right"); EventMove?.Invoke(this.Id, (int)MoveType.walk * (isRight ? 1 : -1)); if (isRight) { movement.x = 1; } else { movement.x = -1; } // print("MyCharacterController.cs: " + gameObject.name + " , " + isRight); }
public void apiDie() { var hp = gameObject.GetComponent <HP>(); if (hp.currentHealth > 0) { hp.ChangeHealth(-100); return; } EventMove?.Invoke(this.Id, (int)MoveType.die); // show anim isDie = true; // wait some seconds then destroy StartCoroutine(waitThenDestroy(timeShowDealth)); }
public void apiAttack() { EventMove?.Invoke(this.Id, (int)MoveType.attack); print("MyCharacterController.cs: herer attack: " + isAttack); if (isAttack || currentAvailableAttack <= 0) { return; } // wait delay then start attack isAttack = true; currentAvailableAttack--; StartCoroutine(attack(timeAttackDelay)); // handle attack collide and attack done in handler audioSourceQuick.PlayOneShot(audioAttack); }
public void apiUlti() { EventMove?.Invoke(this.Id, (int)MoveType.ulti); if (isUlti || !ultiController.CanUlti()) { return; } // if allow move, so no need to show animation and block movement if (ultiController.canMoveWhenUlti) { ultiController.Fire(); return; } // flag to show animation isUlti = true; // logic StartCoroutine(ulti(ultiController.utliDurationTime)); // ultiController.Fire(); }