public void Move(KeyboardState keyboardState, KeyboardState previousState) { ICommand cmd = null; if (keyboardState.IsKeyDown(Keys.W) && !previousState.IsKeyDown(Keys.W)) { cmd = new MoveForward(this); } if (keyboardState.IsKeyDown(Keys.S) && !previousState.IsKeyDown(Keys.S)) { cmd = new MoveBackward(this); } if (keyboardState.IsKeyDown(Keys.A) && !previousState.IsKeyDown(Keys.A)) { cmd = new MoveLeft(this); } if (keyboardState.IsKeyDown(Keys.D) && !previousState.IsKeyDown(Keys.D)) { cmd = new MoveRight(this); } if (cmd != null) { MoveMemory.SaveState(SaveMemento()); cmd.Execute(); Notify(); } }
public static List <IMovement> parseMovementList(string line) { List <IMovement> movementList = new List <IMovement>(); foreach (var item in line) { IMovement movement; switch (item) { case 'L': movement = new RotateLeft(); break; case 'R': movement = new RotateRight(); break; case 'F': movement = new MoveForward(); break; case ' ': continue; default: throw new Exception("Invalid movement"); } movementList.Add(movement); } return(movementList); }
// Use this for initialization void Start() { canMove = false; moveForward = 0; Instance = this; iBack = 0; }
public void MoveForward() { Icommand command = new MoveForward(position, player); CommandManager.instance.AddComponent(command); position = position + new Vector3(2, 0, 0); }
// Start is called before the first frame update void Start() { playerController = player.GetComponent <PlayerController>(); moveForward = GetComponent <MoveForward>(); moveForward.Speed = RunSpeed; }
// Use this for initialization void Start() { input = true; moveForward = new MoveForward(0, 2, 0, this.transform); moveShaply = new MoveTriangle(this); currentMovement = moveForward; }
// Start is called before the first frame update void Start() { keyQ = new PerformJump(); keyW = new PerformKick(); keyE = new PerformPunch(); upArrow = new MoveForward(); Camera.main.GetComponent <CameraFollow360>().player = actor.transform; }
// Use this for initialization void Start() { transformToFollow = GameObject.FindWithTag("Player"); stopThis = GetComponent<MoveForward>(); shootScript = GetComponent<EnemyShoot>(); if(stopThis!=null) originalSpeed = stopThis.moveSpeed; }
private void Awake() { mf = GetComponent <MoveForward>(); if (GetComponent <MoveForward>() == null) { mf = gameObject.AddComponent <MoveForward>(); } }
public void Initialize(float lvlSpeed) { tilePool = FindObjectOfType <RoadTilePool>(); obstacleFactory = FindObjectOfType <ObstacleFactory>(); moveForward = FindObjectOfType <MoveForward>(); speed = lvlSpeed; }
// Start is called before the first frame update void Start() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); rbBall = GetComponent <Rigidbody>(); moveForward = GetComponent <MoveForward>(); sphere = transform.Find("Sphere").gameObject; }
// Start is called before the first frame update void Start() { Camera.main.GetComponent <CameraFollow360>().player = actor.transform; keyQ = new PerformJump(); keyP = new PerformPunch(); keyK = new PerformKick(); upArrow = new MoveForward(); anim = actor.GetComponent <Animator>(); }
public void MoveNorthAddToYAxis() { var robot = new Robot(new Position(0, 1, "N")); var moveForward = new MoveForward(); robot.CurrentPosition = moveForward.Move(robot.CurrentPosition); Assert.AreEqual(2, robot.CurrentPosition.Y); }
// Start is called before the first frame update void Start() { keyJump = new PerformJump(); keyKick = new PerformKick(); keyPunch = new PerformPunch(); KeyUpArrow = new MoveForward(); anim = actor.GetComponent <Animator>(); Camera.main.GetComponent <CameraFollow360>().player = actor.transform; }
public void MoveSouthSubtractFromYAxis() { var robot = new Robot(new Position(0, 1, "S")); var moveForward = new MoveForward(); robot.CurrentPosition = moveForward.Move(robot.CurrentPosition); Assert.AreEqual(0, robot.CurrentPosition.Y); }
public void MoveEastAddToXAxis() { var robot = new Robot(new Position(1, 0, "E")); var moveForward = new MoveForward(); robot.CurrentPosition = moveForward.Move(robot.CurrentPosition); Assert.AreEqual(2, robot.CurrentPosition.X); }
public void MoveWestSubtractFromXAxis() { var robot = new Robot(new Position(1, 0, "W")); var moveForward = new MoveForward(); robot.CurrentPosition = moveForward.Move(robot.CurrentPosition); Assert.AreEqual(0, robot.CurrentPosition.X); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Redirectioner")) { Redirectioner rdr = collision.gameObject.GetComponent <Redirectioner>(); MoveForward mf = GetComponent <MoveForward>(); mf.dir = rdr.dir; } }
protected override void Update() { if (firstRun) { biting = RegisterInteraction <Biting>(); eyes = RegisterInteraction <Eyesight>(); move = RegisterInteraction <MoveForward>(); turn = RegisterInteraction <Turning>(); } }
// Use this for initialization void Start() { graveyard = GameObject.Find("Graveyard"); //rig = GetComponent<Rigidbody2D>(); sur = GetComponent<Surviving>(); sirch = GetComponent<Sirching>(); mooving = GetComponent<MoveForward>(); Decreser = mooving.maxSpeed / 2; tired = true; }
// Use this for initialization void Start() { transformToFollow = GameObject.FindWithTag("Player"); stopThis = GetComponent <MoveForward>(); shootScript = GetComponent <EnemyShoot>(); if (stopThis != null) { originalSpeed = stopThis.moveSpeed; } }
void Start() { animator = GetComponent <Animator>(); Shield = GameObject.Find("CommanderShield"); Delay = Random.Range(1, 5); MFScript = GetComponent <MoveForward>(); body = GetComponent <Rigidbody2D> (); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); //instance = GetComponent<PlatformLayer> (); }
void Start() { m_rigidbody = GetComponent <Rigidbody>(); m_endMotionDetector = new EndMotionDetector(); m_moveForward = new MoveForward(m_rigidbody.transform); m_direction = new Direction(); }
public void MoveForwardRobotTest(float x, float y, float orientation, string expect) { Robot robot = new Robot(x, y, orientation); MoveForward movement = new MoveForward(); movement.Move(robot); Assert.Equal(expect, robot.GetPosition()); }
private void Start() { prevMoves = new Stack <char>(); pc = new PlayerController(player); leftCommand = new MoveLeft(pc); rightCommand = new MoveRight(pc); backCommand = new MoveBack(pc); forwardCommand = new MoveForward(pc); }
public void Start() { /*must to by may transform */ sightStart = this.transform; sightEnd = transform.GetChild(2); //moveforward script moveforward = GetComponent <MoveForward>(); /*speed from moveforward*/ move_speed = moveforward.speed; /*my child (attack place) place 2 */ anim = GetComponent <Animator>(); }
void OnTriggerEnter(Collider trig){ //moveScript = trig.gameObject.GetComponent<MoveForward> (); if (trig.gameObject.name == "Cube") { MoveForward script = trig.gameObject.GetComponent<MoveForward>(); Debug.Log ("You're dead "); script.enabled = false; } //moveScript.enabled = false; }
private IEnumerator Spawn() { if (land) { MenagerAudio.Instance.PlayMusic(Sound.MusicList.PlanetAtmosphere); RoundMenager.Instance.SetEarthInfo(); allPrefabsSet = RoundMenager.Instance.GetAllLandSet(); GameObject prefabStart = RoundMenager.Instance.GetLandStart(); Instantiate(prefabStart, Vector3.zero, Quaternion.identity, transform); // Instantiate(allPrefabsSet[0], new Vector3(0, 0, 180f), Quaternion.identity, transform); // Instantiate(allPrefabsSet[0], new Vector3(0, 0, 360f), Quaternion.identity, transform); } else { MenagerAudio.Instance.PlayMusic(Sound.MusicList.OpenSpaceAtmosphere); } //540 while (true) { if (spawn) { GameObject temp; int rnd = Random.Range(0, allPrefabsSet.Length); if (land) { MoveForward children = GetComponentInChildren <MoveForward>(); Vector3 posV = children.gameObject.transform.position; posV.z += spawnPosition.z; temp = Instantiate(allPrefabsSet[rnd], posV, Quaternion.identity, transform) as GameObject; } else { temp = Instantiate(allPrefabsSet[rnd], spawnPosition, Quaternion.identity, transform) as GameObject; } spawn = false; if (spawnFuel && !land) { spawnFuel = false; Vector3 pos = temp.transform.position; Instantiate(RoundMenager.Instance.fuealPrefab, pos, Quaternion.identity, temp.transform); } } yield return(new WaitForEndOfFrame()); speed += speedStep; } }
void OnTriggerEnter2D(Collider2D hitInfo) { //Debug.Log(hitInfo.name); MoveForward enemy = hitInfo.GetComponent <MoveForward>(); if (enemy != null) { enemy.TakeDamage(bulletDamage); } Destroy(gameObject); }
protected override void Start() { base.Start(); myRigidBody = GetComponent<Rigidbody2D>(); moveScript = new MoveForward(myRigidBody, moveSpeed); var enemyLocator = serviceLocator.GetEnemyLocator(); enemyLocator.AddEnemy(this); OnDeath += RemoveFromEnemyLocator; }
void Start() { mooving = GetComponent<MoveForward>(); tired = true; rest = 2.5f; rig = GetComponent<Rigidbody2D>(); decreser = mooving.maxSpeed / 2; birthEnergy = lifeForthes; if (decreser > 5) GetComponent<SpriteRenderer>().color = new Color(0, 1, 0, 1); }
protected virtual void Awake() { body2d = GetComponent <Rigidbody2D>(); collisionState = GetComponent <CollisionState>(); enemyDeath = GetComponent <EnemyDeath>(); enemyFly = GetComponent <EnemyFly>(); moveForward = GetComponent <MoveForward>(); enemyReady = GetComponent <EnemyReady>(); playerInRange = false; player = GameObject.Find("Player"); }
protected override void Start() { base.Start(); myRigidBody = GetComponent <Rigidbody2D>(); moveScript = new MoveForward(myRigidBody, moveSpeed); var enemyLocator = serviceLocator.GetEnemyLocator(); enemyLocator.AddEnemy(this); OnDeath += RemoveFromEnemyLocator; }
protected override void RenderContent(UnityEngine.Object undoRecordObject) { MoveForward.RenderEditorGUI(undoRecordObject); MoveBack.RenderEditorGUI(undoRecordObject); StrafeLeft.RenderEditorGUI(undoRecordObject); StrafeRight.RenderEditorGUI(undoRecordObject); MoveUp.RenderEditorGUI(undoRecordObject); MoveDown.RenderEditorGUI(undoRecordObject); Pan.RenderEditorGUI(undoRecordObject); LookAround.RenderEditorGUI(undoRecordObject); Orbit.RenderEditorGUI(undoRecordObject); }
private void HandleShoot() { if (Input.GetButton(shootBtnName)) { Debug.Log(shootBtnName + "Click!"); GameObject bulletGO = GameObject.Instantiate(bulletPrefab); bulletGO.transform.position = muzzleTrans.position; bulletMoveForward = bulletGO.GetComponent<MoveForward>(); mousePos = Input.mousePosition; muzzlePos = Camera.main.WorldToScreenPoint(muzzleTrans.position); shootDir = (mousePos - muzzlePos).normalized; bulletMoveForward.SetMoveDir(shootDir); } }
void Start() { myRigidBody = GetComponent<Rigidbody2D>(); moveScript = new MoveForward(myRigidBody, moveSpeed); }
// Use this for initialization void Start() { surv = GetComponent<Surviving>(); mooving = GetComponent<MoveForward>(); // foodSpawner = GameObject.Find("FoodSpawner").transform; }
// Use this for initialization void Start() { bio = GetComponent<LifeActivity>(); sirch = GetComponent<Sirching>(); mooving = GetComponent<MoveForward>(); }