private void Start()
        {
            inputActions.Player.Movement.performed += OnMoveInput;

            moveController = GetComponent <IMovementController>();
            moveable       = GetComponent <IMove>();
        }
Exemple #2
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 //private Thread moveThread;
 void Awake()
 {
     //print (curretTarget.position);
     healthManager = GetComponent<HealthManager> ();
     movementController = GetComponent<IMovementController> ();
     weapons = GetComponent<NPCWeaponManager> ();
 }
Exemple #3
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    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>();
        }
Exemple #7
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        private SpaceshipController GetControllerMock(IMovementController movController)
        {
            var motor = Substitute.For <SpaceshipController> ();

            motor.SetMovementController(movController);
            return(motor);
        }
Exemple #8
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        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();
 }
Exemple #10
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        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();
        }
Exemple #14
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 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
 }
Exemple #17
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    public UnitController(IMovementController movementController, IShootingController shootingController, List <UnitModel> army)
    {
        _army = army;
        _movementController = movementController;
        _shootingController = shootingController;


        SignUpToAttacked(_army);
    }
Exemple #18
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    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());
    }
Exemple #19
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        /// <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;
        }
Exemple #20
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    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);
                }
            }
        }
Exemple #22
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 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);
         }
     }
 }
Exemple #23
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    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);
    }
Exemple #24
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 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();
 }
Exemple #25
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        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);
        }
Exemple #26
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        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();
        }
Exemple #27
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    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));
    }
Exemple #28
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        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);
 }
Exemple #31
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 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;
 }
Exemple #33
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 /// <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;
 }