private void Start() { inputActions.Player.Movement.performed += OnMoveInput; moveController = GetComponent <IMovementController>(); moveable = GetComponent <IMove>(); }
//private Thread moveThread; void Awake() { //print (curretTarget.position); healthManager = GetComponent<HealthManager> (); movementController = GetComponent<IMovementController> (); weapons = GetComponent<NPCWeaponManager> (); }
private MovementController GetMovementController(IMovementController movementController) { var controller = new MovementController(); controller.setController(movementController); return(controller); }
void Awake() { _movementControl = this.GetComponent <IMovementController>(); _weaponSystem = this.GetComponent <IWeaponSystem>(); _weaponFire = this.GetComponent <IWeaponFire>(); _cameraControl = this.GetComponent <ICameraControl>(); }
void Update() { if (Input.GetButtonDown("Possess")) { if (_cc.IsPossessing()) { _cc.UnPossess(); _mc = null; } else { RaycastHit hitInfo = new RaycastHit(); if (Physics.Raycast(transform.position, transform.forward, out hitInfo)) { _mc = hitInfo.transform.gameObject.GetComponent<IMovementController>(); if (_mc != null) { _cc.Possess(hitInfo.transform.gameObject); } } } } // For some reason this doesn't update immediately. There is some stutter when moving the camera. if (_mc != null) { if (Input.GetButtonDown("Jump")) { _mc.Jump(); } if (!_mc.ControlsOrientation()) { Vector3 dir = transform.forward; dir.y = 0.0f; _mc.GetGameObject().transform.LookAt(_mc.GetGameObject().transform.position + dir); } } }
override protected void Start() { base.Start(); moveable = GetComponent <IMove>(); movementController = GetComponent <IMovementController>(); }
private SpaceshipController GetControllerMock(IMovementController movController) { var motor = Substitute.For <SpaceshipController> (); motor.SetMovementController(movController); return(motor); }
void Start() { inputActions.Player.Jump.performed += OnJumpInput; moveController = GetComponent <IMovementController>(); moveable = GetComponent <IMove>(); }
public override void BeginState() { shipTransform = transform; targetingSystem = this.GetComponent <IEnemyTargetingSystem>(); stateManager = this.GetComponent <IStateManager>(); movementController = this.GetComponent <IMovementController>(); targetingSystem.SelectNearestTarget(); }
protected override void Awake() { base.Awake(); m_MovementController = GetComponent <IMovementController>(); m_TargetPos = transform.position; }
public override void BeginState() { shipTransform = this.transform; shipPosition = shipTransform.position; movementController = this.GetComponent <IMovementController>(); stateManager = this.GetComponent <IStateManager>(); }
private void Start() { // Change controller according to will MovementController = new NavMeshController(gameObject); // Change controller according to will SimpleAI = new SimpleAI(transform, m_Target, MovementController); m_CurrentState = new IdleState(SimpleAI); }
private void InitialiseMovementSystems() { IStateManager stateManager = this.GetComponent <IStateManager>(); stateManager.AddState <EnemyFollowState>(); IMovementController movementController = this.GetComponent <IMovementController>(); movementController.InitialiseController(); }
private void Awake() { m_MovementController = GetComponent <IMovementController>(); m_StateFunctions = new Dictionary <State, Action>() { { State.Moving, Update_Moving }, { State.Looking, Update_Looking } }; }
//---------------------------------------------------------------------------- // Initialise //---------------------------------------------------------------------------- #region Initialise /// <summary> /// IMovement calls on the IMovement controller once movement has finished <para /> /// This relationship is established here /// </summary> public void Initialise(IMovementController movementController) { MyMovementController = movementController; LookingAtTransform = new GameObject("Movement LookingAt").transform; LookingAtTransform.parent = transform; LookedAtTransform = new GameObject("Movement LookedAt").transform; LookedAtTransform.parent = transform; }
public Player() { movementController = new TankMovementController(CardinalPoint.NORTH); Map = new GameMap(1, 1); name = "Unidentified Player"; EnabledAttackAction = true; Notify += (s) => { }; //Do nothing NotifyServer += (s) => { }; //Do nothing }
public UnitController(IMovementController movementController, IShootingController shootingController, List <UnitModel> army) { _army = army; _movementController = movementController; _shootingController = shootingController; SignUpToAttacked(_army); }
private void Start() { _controller = new CharacterController(_rb, _controllerSettings); InitialiseFSM(); DebugWindow.AddPrintTask(() => "Orb State: " + _fsm.GetCurrentState().debugName); DebugWindow.AddPrintTask(() => "Orb Heading: " + _currentHeading.ToString()); DebugWindow.AddPrintTask(() => "Orb Velocity: " + _rb.velocity.ToString()); DebugWindow.AddPrintTask(() => "Orb Grounded: " + _controller.IsGrounded().ToString()); }
/// <summary> /// 创建默认的UGV控制器 /// </summary> private UGV() { MovementControl = new Motions(Motor.Motor_Default); LEDControl = new ILEDController[NumberofLEDs]; ServoControl = Servo.Default; LEDControl[0] = LEDController.LEDGroup_BlueRed; Sensor = new SensorGroup(SuperSonic.Default, Gyroscope.Default); OperationTimeout = 1000; }
private void Start() { _controller = new CharacterController(_rb, _controllerSettings); InitaliseFSM(); DebugWindow.AddPrintTask(() => { return("Golem State: " + _fsm.GetCurrentState().debugName); }); DebugWindow.AddPrintTask(() => { return("Golem Heading: " + _heading.ToString()); }); DebugWindow.AddPrintTask(() => { return("Golem Speed: " + _rb.velocity.magnitude.ToString()); }); DebugWindow.AddPrintTask(() => { return("Golem Velocity: " + _rb.velocity.ToString()); }); }
// get all behaviour components //public void Awake() //{ // Skill[] behaviors = GetComponentsInChildren<Skill>(); // for (int i = 0; i < behaviors.Length; i++) // { // HeroSkills.Add(behaviors[i]); // } //} public void Initialize(IMovementController hc, Entity hero, Animator anim, Rigidbody rb) { if (HeroSkills != null) { for (int i = 0; i < HeroSkills.Count; i++) { HeroSkills[i].Initialize(this, hc, hero, anim, rb); } } }
private void CheckPlayerMovement(IMovementController movementController, Cell from, Cell to) { foreach (Direction direction in Direction.Values) { BorderEntity borderEntity = to.BorderEntities[direction]; if (borderEntity != null && borderEntity.transparency != Transparency.Opaque) { Cell cell = to.Stage.GetCell(to, direction); RevealRoom(cell.Room); } } }
private Vector3 SetupChangeMovingBool(out Vector3 end, out GameObject go, out IMovementController movementController, out MovementController moveObj) { Vector3 origin = new Vector3(0, 0, 0); go = new GameObject(); go.transform.position = origin; end = new Vector3(3, 0, 3); movementController = (IMovementController)GetMovementControllerMock(); moveObj = GetMovementController(movementController); return(origin); }
public virtual void Initialize(SkillsController sc, IMovementController hc, Entity hero, Animator anim, Rigidbody rb) { this.hc = hc; this.owner = hero; this.anim = anim; this.rb = rb; this.stats = hero.StatsComponent; this.sc = sc; if (hero is Hero) { this.owner.playerOwner.SetSkillIcon(this); } Reset(); }
private void StartStage(Stage stage) { playerEntity = stage.PlayerEntity; playerMoveController = playerEntity.GetComponent <PlayerMoveController>(); playerMovement = playerEntity.GetComponent <IMovementController>(); playerMovement.OnMovement += RefreshLootInventory; itemController.OnItemDrop += RefreshLootInventory; itemController.OnItemPickup += RefreshLootInventory; RefreshInventory(playerEntity.Cell); }
public override void BeginState() { mainCamera = Camera.main; timer = new SimpleTimer(2f, Time.deltaTime); shipTransform = transform; movementController = this.GetComponent <IMovementController>(); weaponController = this.GetComponent <IWeaponController>(); targetingSystem = this.GetComponent <IEnemyTargetingSystem>(); stateManager = this.GetComponent <IStateManager>(); movementController.SetMovement(Vector2.zero); targetingSystem.SelectNearestTarget(); }
public IEnumerator TestMovement() { // Use the Assert class to test conditions. // yield to skip a frame Vector3 origin = new Vector3(0, 0, 0); GameObject go = new GameObject(); go.transform.position = origin; Vector3 end = new Vector3(3, 0, 3); IMovementController movementController = (IMovementController)GetMovementControllerMock(); var moveObj = GetMovementController(movementController); moveObj.MoveGameObject(origin, end, 0.5f, 0.01f, go); yield return(null); Assert.That(origin, Is.Not.EqualTo(go.gameObject.transform.position)); }
void Update() { if (Input.GetButtonDown("Possess")) { if (_cc.IsPossessing()) { _cc.UnPossess(); _mc = null; } else { RaycastHit hitInfo = new RaycastHit(); if (Physics.Raycast(transform.position, transform.forward, out hitInfo)) { _mc = hitInfo.transform.gameObject.GetComponent <IMovementController>(); if (_mc != null) { _cc.Possess(hitInfo.transform.gameObject); } } } } // For some reason this doesn't update immediately. There is some stutter when moving the camera. if (_mc != null) { if (Input.GetButtonDown("Jump")) { _mc.Jump(); } if (!_mc.ControlsOrientation()) { Vector3 dir = transform.forward; dir.y = 0.0f; _mc.GetGameObject().transform.LookAt(_mc.GetGameObject().transform.position + dir); } } }
private SpaceshipController GetControllerMock( IMovementController movController ) { var motor = Substitute.For<SpaceshipController> (); motor.SetMovementController (movController); return motor; }
void Start() { movementController = new MovementController(this.transform, startingPosition); }
private static void ChangeMovingBoolForTest(IMovementController movementController, GameObject go, out Vector3 stopPos) { movementController.Moving = false; stopPos = go.transform.position; }
public void SetMovementController( IMovementController movementController ) { this.movementController = movementController; }
/// <summary> /// /// </summary> /// <param name="transform"></param> /// <param name="target"></param> /// <param name="movementController"></param> public SimpleAI(Transform transform, GameObject target, IMovementController movementController) { m_Transform = transform; m_Target = target; m_MovementController = movementController; }
public void Setup(IMovementController controller) { m_controller = controller; }
public void SetMovementController(IMovementController movementController) { this.movementController = movementController; }
void Awake() { mc = GetComponent<IMovementController> (); weaponController = GetComponent<WeaponController> (); pd = GetComponent<PlayerData> (); }
public AwaitCombatState(IMovementController controller) { this.controller = controller; }