/// <summary> /// Author: Denis /// Initial setup /// </summary> private void Awake() { ControllerActions = new ControllerInput(); IsDashing = false; DashOnCooldown = false; Type = MovementModifier.MovementType.Dash; }
/// <summary> /// Author: Denis /// Initial setup /// </summary> private void Awake() { ControllerActions = new ControllerInput(); IsGroundPound = false; BlockInput = false; Type = MovementModifier.MovementType.GroundPound; }
/// <summary> /// Author: Denis /// Initial setup /// </summary> private void Awake() { PhotonView = GetComponent <PhotonView>(); ControllerActions = new ControllerInput(); ChargingPullDash = false; PullDashCharged = false; IsPullDashing = false; DisableGravity = false; BlockInput = false; Type = MovementModifier.MovementType.PullDash; }
/// <summary> /// Author: Denis /// Initial setup /// </summary> private void Awake() { ControllerActions = new ControllerInput(); IsGrounded = true; IsFalling = false; HasJumped = false; CanCoyoteHop = false; WasGroundedLastFrame = false; PlayedLandingAnim = false; WithinSmashDistance = false; BlockInput = false; HasSecondJump = false; Type = MovementModifier.MovementType.Jump; }
/// <summary> /// Author: Ziqi Li /// </summary> void Start() { // initialization if (isOffLine) { PhotonNetwork.OfflineMode = true; } PhotonView = this.GetComponent <PhotonView>(); RigidBody = this.GetComponent <Rigidbody>(); isTriggered = isAutomatic; // Need at least 2 points to move if (PathPointObjects.Count > 1) { // convert to a Vector3 list foreach (GameObject obj in PathPointObjects) { PathPoints.Add(obj.transform.position); } _CurrentTarget = PathPoints[0]; _CurrentTargetIndex = 0; } if (isOffLine || PhotonView.IsMine) { CurrentCoroutine = StartCoroutine(StartMotion(isTriggered)); } //Setting up elevator efffect on players Type = MovementModifier.MovementType.Contraption; PlayerMovementHandlerList = new List <MovementHandler>(); GameObject[] _Players = GameObject.FindGameObjectsWithTag("Player"); for (int i = 0; i < _Players.Length; i++) { PlayerMovementHandlerList.Add(_Players[i].GetComponent <MovementHandler>()); } }
/// <summary> /// Author: Denis /// Initial setup /// </summary> private void Awake() { Type = MovementModifier.MovementType.Knockback; }
/// <summary> /// Author: Denis /// Initial setup /// </summary> private void Awake() { Type = MovementModifier.MovementType.Walk; }