private void Awake() { groundMask = LayerMask.GetMask("Ground"); stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; //Vector3 colliderWorldCoordinates = transform.TransformPoint(transform.root.GetComponent<BoxCollider2D>().size/2); BoxCollider2D rootBoxCollider = transform.root.GetComponent <BoxCollider2D>(); //minX = colliderWorldCoordinates.x; //maxX = colliderWorldCoordinates.x; //minY = colliderWorldCoordinates.y; //maxY = colliderWorldCoordinates.y; minX = -transform.root.position.x + rootBoxCollider.bounds.min.x; maxX = -transform.root.position.x + rootBoxCollider.bounds.max.x; minY = -transform.root.position.y + rootBoxCollider.bounds.min.y; maxY = -transform.root.position.y + rootBoxCollider.bounds.max.y; // first is hit head on ground, second is grounded hitGroundTopAndGrounded = new bool[] { false, false }; //print(rootBoxCollider.bounds.min.x); //print(transform.position.x); distanceBetweenRays = (maxX - minX) / (numberOfRaysPerSide - 1); if (numberOfRaysPerSide == 1) { distanceBetweenRays = 0; } //print(distanceBetweenRays); groundedState = new CharacterState(ConstantStrings.GROUNDED, hitGroundTopAndGrounded); stateManager.RegisterCharacterState(groundedState.name, groundedState); }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; killedEnemyState = new CharacterState(ConstantStrings.KILLED_ENEMY, false); stateManager.RegisterCharacterState(killedEnemyState.name, killedEnemyState); }
// Use this for initialization void Awake() { ICharacterStateManager stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; CharacterState speedScaleState = new CharacterState(ConstantStrings.SPEED_SCALE, 0f); stateManager.RegisterCharacterState(speedScaleState.name, speedScaleState); }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; directionValues = new float[] { 0, 0 }; directionState = new CharacterState(ConstantStrings.DIRECTION, directionValues); stateManager.RegisterCharacterState(directionState.name, directionState); }
protected void Awake() { statesManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; float[] emptyDirection = new float[] { 0, 0, 0 }; directionState = new CharacterState(ConstantStrings.VELOCITY, emptyDirection); statesManager.RegisterCharacterState(directionState.name, directionState); }
// Use this for initialization void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; transformationState = new CharacterState(ConstantStrings.TRANSFORMATION, transformation1); stateManager.RegisterCharacterState(transformationState.name, transformationState); }
private void EnablePlayerMovement() { //Gets reference to player's state manager if doesn't exist already. Need to get the reference each time a new //scene is loaded stateManager = GameObject.FindGameObjectWithTag("Player").GetComponent <ICharacterStateManager>(); disableMoveState = stateManager.GetExistingCharacterState(ConstantStrings.DISABLE_MOVE_STATE); disableMoveState.SetState(false); }
private void Awake() { ICharacterStateManager statesManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; CharacterState lightAttackCooldownState = new CharacterState(ConstantStrings.LIGHT_ATTACK_COOLDOWN, new float[] { 0f, 0f }); CharacterState heavyAttackCooldownState = new CharacterState(ConstantStrings.HEAVY_ATTACK_COOLDOWN, new float[] { 0f, 0f }); CharacterState utilityAbilityCooldownState = new CharacterState(ConstantStrings.UTILITY_COOLDOWN, new float[] { 0f, 0f }); statesManager.RegisterCharacterState(lightAttackCooldownState.name, lightAttackCooldownState); statesManager.RegisterCharacterState(heavyAttackCooldownState.name, heavyAttackCooldownState); statesManager.RegisterCharacterState(utilityAbilityCooldownState.name, utilityAbilityCooldownState); }
/* * Need a new script that observes the moveset state and determines which ability casting module to spawn in the player */ protected void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; moveSet = GetComponent <MoveSet>(); lightAttack = moveSet.GetLightAttackHorizontalRight(); heavyAttack = moveSet.GetHeavyAttackHorizontalRight(); utilityAbility = moveSet.GetUtilityAbility(); abilitySpawnDirection = new Vector2(0, -1); // initial default spawnlocation is down. abilitySpawnLocation = new Vector2(transform.root.position.x, transform.root.position.y); }
void OnTriggerEnter2D(Collider2D col) { //If enemy is within stun range if (col.gameObject.tag == "Enemy") { //Get enemy's stateManager and set stun state to true momentarily to trigger subscription stateManager = col.gameObject.GetComponentInParent <ICharacterStateManager>(); stunState = stateManager.GetExistingCharacterState(ConstantStrings.Enemy.STUN_STATE); stunState.SetState(true); stunState.SetState(false); } }
/* * Preinstantiate the objects for light and heavy melee attacks * */ private new void Awake() { abilityCastingLock = false; stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; moveSet = GetComponent <MoveSet>(); GetAttackPrefabs(); InstantiateAbilities(); RegisterAttackLocks(); SetTriggers(); SetAttackDurations(); }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; if (stateManager.ExistsState(ConstantStrings.JUMPING)) { jumpingState = stateManager.GetExistingCharacterState(ConstantStrings.JUMPING); jumpingState.SetState(false); } else { jumpingState = new CharacterState(ConstantStrings.JUMPING, false); stateManager.RegisterCharacterState(jumpingState.name, jumpingState); } }
protected void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; if (stateManager.ExistsState(inputName)) { abilityCastingState = stateManager.GetExistingCharacterState(inputName); abilityCastingState.SetState(false); } else { abilityCastingState = new CharacterState(inputName, false); stateManager.RegisterCharacterState(abilityCastingState.name, abilityCastingState); } }
// Use this for initialization void Start() { characterRigidBody = GetComponentInParent <Rigidbody2D>(); characterMovementHandler = transform.root.GetComponentInChildren(typeof(IMovementHandler)) as IMovementHandler; stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; if (stateManager.ExistsState(ConstantStrings.MAGNET_STATE)) { magnetState = stateManager.GetExistingCharacterState(ConstantStrings.MAGNET_STATE); } else { magnetState = new CharacterState(ConstantStrings.MAGNET_STATE, false); stateManager.RegisterCharacterState(magnetState.name, magnetState); } }
// Use this for initialization void Awake() { characterRigidBody = GetComponentInParent <Rigidbody2D>(); characterMovementHandler = transform.root.GetComponentInChildren(typeof(IMovementHandler)) as IMovementHandler; stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; if (stateManager.ExistsState(ConstantStrings.RECOIL_STATE)) { recoilState = stateManager.GetExistingCharacterState(ConstantStrings.RECOIL_STATE); } else { recoilState = new CharacterState(ConstantStrings.RECOIL_STATE, new bool[] { false, false }); stateManager.RegisterCharacterState(recoilState.name, recoilState); } }
// Use this for initialization void Start() { GameObject go = GameObject.FindGameObjectWithTag("Player"); stateManager = go.GetComponent <ICharacterStateManager>(); if (stateManager.ExistsState(ConstantStrings.MAGNET_STATE)) { magnetState = stateManager.GetExistingCharacterState(ConstantStrings.MAGNET_STATE); } else { magnetState = new CharacterState(ConstantStrings.MAGNET_STATE, false); stateManager.RegisterCharacterState(magnetState.name, magnetState); } GameObject inventoryGameObject = GameObject.FindGameObjectWithTag("Inventory"); inventory = inventoryGameObject.GetComponentInChildren <IInventory>(); }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; currentJumpSpeedScale = jumpSpeedScale; currentFallSpeedScale = 0; if (stateManager.ExistsState(ConstantStrings.SPEED_SCALE)) { speedScaleState = stateManager.GetExistingCharacterState(ConstantStrings.SPEED_SCALE); speedScaleState.SetState(new float[] { runSpeedScale, jumpSpeedScale, currentFallSpeedScale, runSpeedScale, jumpSpeedScale, fallSpeedScale }); } else { speedScaleState = new CharacterState(ConstantStrings.SPEED_SCALE, new float[] { runSpeedScale, jumpSpeedScale, currentFallSpeedScale, runSpeedScale, jumpSpeedScale, fallSpeedScale }); stateManager.RegisterCharacterState(speedScaleState.name, speedScaleState); } }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; lightAttackAnimationState = new CharacterState( ConstantStrings.PlayerAnimatorStates.LIGHT_ATTACK_ANIMATION, AnimationLocation.NotStarted ); heavyAttackAnimationState = new CharacterState( ConstantStrings.PlayerAnimatorStates.HEAVY_ATTACK_ANIMATION, AnimationLocation.NotStarted ); utilityAbilityAnimationState = new CharacterState( ConstantStrings.PlayerAnimatorStates.UTILITY_ABILITY_ANIMATION, AnimationLocation.NotStarted ); idleHorizontalAnimationState = new CharacterState( ConstantStrings.PlayerAnimatorStates.IDLE_HORIZONTAL, AnimationLocation.NotStarted ); idleVerticalAnimationState = new CharacterState( ConstantStrings.PlayerAnimatorStates.IDLE_VERTICAL, AnimationLocation.NotStarted ); stateManager.RegisterCharacterState(lightAttackAnimationState.name, lightAttackAnimationState); stateManager.RegisterCharacterState(heavyAttackAnimationState.name, heavyAttackAnimationState); stateManager.RegisterCharacterState(utilityAbilityAnimationState.name, utilityAbilityAnimationState); stateManager.RegisterCharacterState(idleHorizontalAnimationState.name, idleHorizontalAnimationState); stateManager.RegisterCharacterState(idleHorizontalAnimationState.name, idleHorizontalAnimationState); }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; stats = GetComponent <UtilityAbilityStunGrenadeItemStats>(); resourceAmount = 0f; resourceDecreaseRate = stats.GetResourceDechargeRate(); resourceChargeRate = stats.GetResourceChargeRate(); resourceChargeHitRate = stats.GetResourceChargePerHit(); if (!stateManager.ExistsState(ConstantStrings.UTILITY_RESOURCE_STATE)) { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; resourceChargeState = new CharacterState(ConstantStrings.UTILITY_RESOURCE_STATE, resourceAmount); stateManager.RegisterCharacterState(resourceChargeState.name, resourceChargeState); } else { resourceChargeState = stateManager.GetExistingCharacterState(ConstantStrings.UTILITY_RESOURCE_STATE); } }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; emptyUtilityResourceChargeState = new CharacterState(ConstantStrings.UTILITY_RESOURCE_STATE, 0f); stateManager.RegisterCharacterState(emptyUtilityResourceChargeState.name, emptyUtilityResourceChargeState); }
void Awake() { stateManager = GetComponentInParent <ICharacterStateManager>(); disableMoveState = new CharacterState(ConstantStrings.DISABLE_MOVE_STATE, true); stateManager.RegisterCharacterState(disableMoveState.name, disableMoveState); }
void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; recoilState = new CharacterState(ConstantStrings.RECOIL_STATE, new bool[] { false, false }); stateManager.RegisterCharacterState(recoilState.name, recoilState); }
private void Awake() { stateManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; attackLockState = new CharacterState(attackLockName, false); stateManager.RegisterCharacterState(attackLockState.name, attackLockState); }
//public bool testScoreStateToDisplayConnection = false; private void Awake() { statesManager = GetComponentInParent(typeof(ICharacterStateManager)) as ICharacterStateManager; scoreState = new CharacterState(ConstantStrings.SCORE, (float)0); statesManager.RegisterCharacterState(scoreState.name, scoreState); }