public override void Actuate(IActivator activator, Dictionary <object, object> argumentDictionary = null)
    {
        CirclePhysicsBody circlePhysicsBody = (CirclePhysicsBody)activator;
        bool    D             = (bool)argumentDictionary['D'];
        bool    A             = (bool)argumentDictionary['A'];
        bool    W             = (bool)argumentDictionary['W'];
        bool    S             = (bool)argumentDictionary['S'];
        Vector2 impulseVector = circlePhysicsBody.dashImpulse * PlayerCompleteBodyController.GetUnitVector(D, A, W, S);

        circlePhysicsBody.GetComponent <Rigidbody2D>().AddForce(impulseVector, ForceMode2D.Impulse);
    }
Exemple #2
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    public static PlayerCompleteBodyController playerCompleteBodyController;      // singleton

    protected override void Awake()
    {
        base.Awake();
        if (playerCompleteBodyController == null)
        {
            playerCompleteBodyController = this;
        }
        else
        {
            Destroy(gameObject);
        }
    }
Exemple #3
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    /**
     * Moves up for W, down for S, right for D, and left for A.
     * Diagonal movement for orthogonal combinations of WASD.
     */
    public virtual void MoveWASD(bool D, bool A, bool W, bool S, bool crawl = false)
    {
        if ((int)activator.GetHealthState() >= (int)HealthState.Fibrillating)
        {
            crawl = crawl || (int)activator.GetHealthState() == (int)HealthState.Fibrillating;

            Vector2 unitVector  = PlayerCompleteBodyController.GetUnitVector(D, A, W, S);
            float   force       = crawl ? crawlForce : moveForce;
            Vector2 forceVector = force * unitVector;

            //if (relative) {  // different control scheme
            //    rb2D.AddRelativeForce(forceVector);
            //} else {
            rb2D.AddForce(forceVector);
            //}
        }
    }