// <<<<<<<<<<<<<<<<< UNITY >>>>>>>>>>>>>>>>> void Awake() { enemyBody = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); Side = LookingAt.Left; canShoot = canMove = true; }
void SendLookAt(GameObject go) { //Debug.Log("PlayerInteract.SendLookAt"); LookingAt lookAt = new LookingAt(); lookAt.actor = interactorCamera.transform; FFMessageBoard <LookingAt> .SendToLocalToAllConnected(lookAt, go); }
// <<<<<<<<<<<<<<<<< MOVEMENT & INTERACTION >>>>>>>>>>>>>>>>> void PlayerRun() { if (canMove) { float forceX = 0f; float vel = Mathf.Abs(playerBody.velocity.x); float xAxis = Input.GetAxisRaw("Horizontal"); if (xAxis > 0) { Side = LookingAt.Right; if (vel < maxVelocity) { if (grounded) { forceX = speed; } else { forceX = speed * 1.1f; } } Vector3 scale = transform.localScale; scale.x = 0.5f; transform.localScale = scale; Animator.WalkAnimation(); //Animation } else if (xAxis < 0) { Side = LookingAt.Left; if (vel < maxVelocity) { if (grounded) { forceX = -speed; } else { forceX = -speed * 1.1f; } } Vector3 temp = transform.localScale; temp.x = -0.5f; transform.localScale = temp; Animator.WalkAnimation(); //Animation } else { Animator.ResetIdle(); //Animation } playerBody.AddForce(new Vector2(forceX, 0)); } }
void Update() { //Check if ray hits------------------------------ RaycastHit hit; Ray ray = cam.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0)); objectHit = null; LayerMask layerMask = noItem_LayerMask; if (PickUpItem.heldItem) { layerMask = item_LayerMask; } if (Physics.Raycast(ray, out hit, 100, layerMask)) { objectHit = hit.transform; reticule = LookingAt.none; if (Vector3.Distance(cam.transform.position, objectHit.transform.position) < interactDist) { //Identify type of object------------------------ if (objectHit.CompareTag("Interactable")) { reticule = LookingAt.interactable; } //if not holding item, looking at item is valid if (!PickUpItem.heldItem && objectHit.CompareTag("Item")) { reticule = LookingAt.item; } //if holding item, looking at location is valid if (PickUpItem.heldItem && objectHit.CompareTag("ItemLocation")) { reticule = LookingAt.itemLocation; } } //full distance for fire, if it's not fire move along else if (objectHit.CompareTag("Fire")) { reticule = LookingAt.Fire; } GetInput(); } }
// <<<<<<<<<<<<<<<<< UNITY >>>>>>>>>>>>>>>>> void Awake() { if (instance == null) { instance = this; } isAlive = conscious = canShoot = canHit = canMove = true; //SetModel(); Side = LookingAt.Right; playerBody = GetComponent <Rigidbody2D>(); Animator = PlayerAnimation.instance; }
private void UpdateLook() { Animator anim = GetComponent <Animator>(); if (input.x > 0) { if (!lastRight) { lastRight = true; GetComponent <SpriteRenderer>().flipX = lastRight; } anim.SetTrigger("WalkRight"); lookDir = LookingAt.right; } else if (input.x < 0) { if (lastRight) { lastRight = false; GetComponent <SpriteRenderer>().flipX = lastRight; } anim.SetTrigger("WalkLeft"); lookDir = LookingAt.left; } else if (input.y < 0) { if (lastRight) { lastRight = false; GetComponent <SpriteRenderer>().flipX = lastRight; } anim.SetTrigger("WalkDown"); lookDir = LookingAt.bottom; } else if (input.y > 0) { if (lastRight) { lastRight = false; GetComponent <SpriteRenderer>().flipX = lastRight; } anim.SetTrigger("WalkUp"); lookDir = LookingAt.up; } else { anim.SetTrigger("Idle"); } }
void ChangeDirection() { Vector3 temp = transform.localScale; if (temp.x == 0.5f) { temp.x = -0.5f; Side = LookingAt.Left; } else { temp.x = 0.5f; Side = LookingAt.Right; } transform.localScale = temp; }
public void Sync(byte[] data, ref int pointerAt) { lookingAt = (LookingAt)NetUtils.GetNextByte(data, ref pointerAt); }