public void EndTarget() { m_targetSet = false; m_targetObj = false; m_followObj = null; m_minDistance = 0.2f; }
// public AudioClip Hit; internal void Awake() { m_movementController = GetComponent <PhysicsTD>(); m_fighter = GetComponent <Fighter>(); m_health = Mathf.Min(m_health, MaxHealth); m_currDeathTime = DeathTime; }
public void endTarget() { targetSet = false; targetObj = false; followObj = null; minDistance = 0.2f; }
virtual public void Init() { m_creatorPhysics = Creator.GetComponent <PhysicsTD>(); if (m_isRandomKnockback) { RandomizeKnockback(); } m_hasDuration = m_duration > 0; Tick(); }
void Start() { m_fighter = GetComponent <Fighter> (); m_attackable = GetComponent <Attackable> (); m_physics = GetComponent <PhysicsTD> (); if (!UniqueAIPrediction) { AIPredictionHitbox = HitboxScale; AIPredictionOffset = HitboxOffset; } }
internal void Start() { m_anim = GetComponent <AnimatorSprite> (); m_physics = GetComponent <PhysicsTD> (); m_attackable = GetComponent <Attackable> (); Reset(); if (followObj != null) { setTarget(followObj); } }
// Use this for initialization void Start() { if (directionComponent == null) { directionComponent = GetComponent <PhysicsTD>(); } upRotation = Quaternion.Euler(-15f, 0f, 0f); downRotation = Quaternion.Euler(105f, 0f, 0f); leftRotation = Quaternion.Euler(20f, -70f, 90f); rightRotation = Quaternion.Euler(20f, 70f, -90f); dir = directionComponent.Dir; ChooseDirection(); }
protected void init() { m_anim = GetComponent <AnimatorSprite> (); m_physics = GetComponent <PhysicsTD> (); m_attackable = GetComponent <Attackable> (); m_faction = gameObject.GetComponent <Attackable> ().faction; m_hitboxMaker = GetComponent <HitboxMaker> (); endAttack(); AttackInfo[] at = gameObject.GetComponents <AttackInfo> (); foreach (AttackInfo a in at) { if (!attacks.ContainsKey(a.attackName)) { attacks.Add(a.attackName, a); } } m_animationSpeed = 1f; }
internal void Awake() { m_physics = GetComponent <PhysicsTD>(); m_hitboxMaker = GetComponent <HitboxMaker>(); m_progress = AttackState.INACTIVE; m_progressEndTimes = new Dictionary <AttackState, float>() { { AttackState.STARTUP, StartUpTime }, { AttackState.ATTACK, StartUpTime + AttackTime }, { AttackState.RECOVERY, StartUpTime + AttackTime + RecoveryTime }, { AttackState.INACTIVE, 0 } }; m_progressCalls = new Dictionary <AttackState, Action>() { { AttackState.STARTUP, OnAttack }, { AttackState.ATTACK, OnRecovery }, { AttackState.RECOVERY, OnConclude }, { AttackState.INACTIVE, OnStartUp } }; }
internal void Awake() { m_physics = GetComponent <PhysicsTD>(); }
private void SetTarget(PhysicsTD target) { m_targetObj = true; m_targetSet = true; m_followObj = target; }
void Awake() { m_physics = GetComponent <PhysicsTD>(); m_fighter = GetComponent <Fighter>(); }
void setTarget(PhysicsTD target) { targetObj = true; targetSet = true; followObj = target; }
void Start() { m_physics = GetComponent <PhysicsTD> (); }
internal void Awake() { m_anim = GetComponent <AnimatorSprite>(); m_physics = GetComponent <PhysicsTD>(); m_attackable = GetComponent <Attackable>(); }
// Use this for initialization void Start() { movementController = gameObject.GetComponent <PhysicsTD> (); health = Mathf.Min(health, max_health); currDeathTime = deathTime; }
internal void Awake() { m_physics = GetComponent <PhysicsTD>(); m_states = new List <string>(); m_anim = GetComponent <Animator>(); }