void MakeSingiton() { if (!instance) { instance = this; } }
void Start() { RespawnTrigger = GetComponent <RespawnTrigger>(); playerMove = GetComponent <PlayerMovement>(); playerJump = GetComponent <PlayerJump>(); RespawnTrigger.OnMove += Move; }
// Update is called once per frame void Update() { if (playerState.IsEnabled()) { float moveSpeed = maxMoveSpeed; if (slowed) { moveSpeed /= 2; } playerJump = this.GetComponentInChildren <PlayerJump>(); Vector3 newVelocity = rigid.velocity; //Horizontal float vel = Input.GetAxis("Horizontal") * moveSpeed; if (Mathf.RoundToInt(vel) != 0) { newVelocity.x += vel; if (vel > 0 && newVelocity.x > moveSpeed) { newVelocity.x = moveSpeed; } else if (vel < 0 && newVelocity.x < -1 * moveSpeed) { newVelocity.x = -moveSpeed; } rigid.velocity = newVelocity; } else if ((playerJump.IsGrounded() && !playerState.IsFlying()) || (!playerJump.IsGrounded() && playerJump.IsStillJumped())) { rigid.velocity = new Vector3(0, rigid.velocity.y); } } }
void OnTriggerEnter2D(Collider2D other) { PlayerJump playerJump = other.gameObject.GetComponent <PlayerJump> (); playerJump.StartCoroutine("Boost"); Destroy(gameObject); }
//Cache currently used scripts to access as components private void Awake() { _movement = GetComponent <PlayerMovement>(); _jumping = GetComponent <PlayerJump>(); _dash = GetComponent <PlayerDash>(); _attack = GetComponent <PlayerAttack>(); }
// Update is called once per frame //TODO update states so that you can only morphball in mid air void LateUpdate() { if (isEnabled) { playerJump = GetComponentInChildren <PlayerJump>(); if (standing && Input.GetKeyDown(KeyCode.DownArrow) && playerInventory.HasMorphBall() && (playerJump.IsGrounded() || playerInventory.HasTuckBall())) { Standing.SetActive(false); Morphed.SetActive(true); standing = false; } if (!standing && (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.X))) { if (!Physics.Raycast(transform.GetChild(1).transform.position, Vector3.up, 0.75f)) { Standing.SetActive(true); Morphed.SetActive(false); StartCoroutine(SetStanding()); } } shooting = Input.GetKeyDown(KeyCode.Z); } running = rigid.velocity.x != 0; }
/// <summary> /// Verifica qual método deve ser adicionado e / ou removido do playerJump. /// </summary> private void PlayerJumpCheck() { if (state == State.wall) { // Adiciona WallJump e remove GroundJump do playerJump. if (!ContainsMethod("Wall")) { playerJump += WallJump; } if (ContainsMethod("Ground")) { playerJump -= GroundJump; } } else { //O oposto para qualquer outra situação if (ContainsMethod("Wall")) { playerJump -= WallJump; } if (!ContainsMethod("Ground")) { playerJump += GroundJump; } } }
// Start is called before the first frame update void Start() { tag = "Player"; health = GetComponent <Health>(); health.EventTakeDamage += OnTakeDamage; health.EventReciveHealth += OnReciveHealth; health.EventDeath += OnDeath; firstPersonCamera = GetComponent <FirstPersonCamera>(); normalAttack = GetComponentInChildren <Weapon>(); movement = GetComponent <Movement>(); jump = GetComponent <PlayerJump>(); command = GetComponent <PlayerCommand>(); skillTree = GetComponent <SkillTree>(); drone = FindObjectOfType <DroneAi>(); virusData = GetComponent <PlayerVirusData>(); PlayerVirusData.OnResourceChanged += PlayerVirusData_OnResourceChanged; UpdateHealthText(); ResourceText.text = virusData.ToString(); flashBaseColor = flashImage.color; }
void MakeInstance() { if (instance == null) { instance = this; } }
private void Awake() { jump = GetComponent <PlayerJump>(); movement = GetComponent <PlayerMovement>(); props = GetComponent <Player>(); rb = GetComponent <Rigidbody2D>(); }
private void Awake() { playerMoveScript = GetComponent <PlayerLeftRightMove>(); playerJumpScript = GetComponent <PlayerJump>(); playerJetJumpScript = GetComponent <PlayerJetJump>(); playerFlyScript = GetComponent <PlayerFly>(); }
// Start is called before the first frame update void Start() { move = GetComponent <PlayerMove>(); jump = GetComponent <PlayerJump>(); climb = GetComponent <PlayerClimb>(); playerMask = GetComponent <Masks>(); playerItem = GetComponent <Item>(); maskController = FindObjectOfType <MaskController>(); inventory = FindObjectOfType <Inventory>(); speech = FindObjectOfType <SpeechScript>(); anim = GetComponent <Animator>(); grapple = FindObjectOfType <GrapplingHook>(); hasJumped = false; hasWallJumped = false; isClimbing = false; isZipping = false; moving = true; launched = false; hasRune = false; GetComponent <DistanceJoint2D>().enabled = false; maskInventory = new List <string>(); itemInventory = new List <string>(); maskCounter = 0; itemCounter = 0; knockbackCount = knockbackLength; }
void Awake() { _inputs = new PlayerInput(); _playerMovement = new PlayerMovement(_inputs, _playerRb, _playerAnimator, _movementSpeed); _playerJump = new PlayerJump(_playerRb, _playerAnimator, _groundCheck, _jumpPower); _playerCombat = new PlayerCombat(_swordParent, _playerAnimator); }
// Sets up initial movement mode private void SetUpMovements() { playerJump = GetComponent <PlayerJump>(); playerFly = GetComponent <PlayerFly>(); playerJump.enabled = true; playerFly.enabled = false; }
public void LogPlayerJump(Vector3 position, int controller) { string time = GetTime(); PlayerJump newPlayerJump = new PlayerJump(position, controller); AppendToFile(LogPath, ",", "JUMP", time, position.x.ToString(), position.y.ToString(), controller.ToString()); }
void Start() { status = GetComponent <PlayerStatus>(); jump = GetComponent <PlayerJump>(); rigidBody2D = GetComponent <Rigidbody2D>(); input = GameObject.Find("InputManager").GetComponent <InputManager>(); }
void Start() { pm = GetComponent <PlayerMovement>(); fc = GetComponent <FlipCharacter>(); pj = GetComponent <PlayerJump>(); bs = GetComponent <BulletSpawn>(); }
private void SetInstance() { if (instance == null) { instance = this; } }
void Awake() { homePos = transform.position; myJelly = GetComponent <JellySprite>(); myJump = GetComponent <PlayerJump>(); playerManager = FindObjectOfType <PlayerManager>(); }
void Start() { movScript = FindObjectOfType <Movimentacao>(); combosScript = FindObjectOfType <Combos>(); dashScript = FindObjectOfType <dashMove>(); jumpScript = FindObjectOfType <PlayerJump>(); pauseScript = FindObjectOfType <pauseInGame>(); //CHAMAR TRANSIÇÃO transicaoParaODia = FindObjectOfType <TransicaoParaODia>(); if (SceneManager.GetActiveScene().name == "CenaFinal") { GetComponent <Animator>().SetBool("bCenaFinal", true); if (GetComponent <Animator>().GetInteger("countStand") == 0) { StartCoroutine(waitStand()); } GetComponent <Animator>().SetBool("bStretch", true); } else { GetComponent <Animator>().SetBool("bArtesFinalizacao", false); } fadeScript = FindObjectOfType <Fade>(); }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); player_collisions = GetComponentInParent <PlayerCollisions>(); rb2d = GetComponentInParent <Rigidbody2D>(); player_jump = GetComponentInParent <PlayerJump>(); }
// Start is called before the first frame update void Start() { gm = gameManager.GetComponent <GameManager>(); pj = this.GetComponent <PlayerJump>(); animator = GetComponent <Animator>(); audioSource = GetComponent <AudioSource>(); }
private void Awake() { if (instance == null) { instance = this; } }
void Instances() { if (instan == null) { instan = this; } }
public void JumpTo(Lane targetLane) { Vector3 targetPosition; if (targetLane != null) { targetPosition = targetLane.GetJumpDestinationFrom(transform.position); targetPosition.z += currentSpeed * jumpDuration; KillEnemyAtJumpDestination(targetLane, targetPosition); } else { // Temp targetPosition = transform.position + Vector3.right * 3f; targetPosition.z += currentSpeed * jumpDuration; } currentJumpAnimation = new PlayerJump(transform, targetPosition, jumpPower, jumpDuration) .OnComplete(() => { currentJumpAnimation = null; isJumping = false; representation.location.laneA = targetLane; representation.location.laneB = null; representation.location.isMovingBetweenLanes = false; representation.location.isAboveLane = false; }); isJumping = true; wasJumpPressedDuringJump = false; previousJumpStartTime = Time.unscaledTime; if (currentPlatformRepresentation != null) { previousPlatform = currentPlatformRepresentation; } representation.location.laneB = targetLane; representation.location.isMovingBetweenLanes = currentLane && currentLane != targetLane; representation.location.isAboveLane = true; PlayJumpSound(); if (targetLane == currentLane.leftNeighbor) { animator.SetTrigger("Jump_L"); } else if (targetLane == currentLane.rightNeighbor) { animator.SetTrigger("Jump_R"); } else if (targetLane == currentLane) { animator.SetTrigger("Jump_F"); } else { animator.SetTrigger("Jump_R"); // TEMP. Jump to a null lane is right by default. } }
private IEnumerator Show() { cameraAnimator.GetComponent <CameraZoom>().enabled = false; #region Disable player scripts: GameObject player = GameObject.FindWithTag("Player"); weapon = player.GetComponent <Weapon>(); playerMovement = player.GetComponent <PlayerMovement>(); playerJump = player.transform.Find("JumpTrigger").GetComponent <PlayerJump>(); weapon.enabled = false; playerMovement.enabled = false; playerJump.enabled = false; yield return(new WaitForSeconds(1)); // Wait for end of "scene change effect". #endregion Disable player scripts. #region Show the whole level if is not showed: skipInfoAnimator.Play("Start", 0, 0); // Show skip info text. changeCamera = false; if (cameraAnimator.GetCurrentAnimatorStateInfo(0).IsName("FollowPlayer")) { changeCamera = true; cameraAnimator.Play("ShowLevel", 0, 0); } yield return(new WaitForSeconds(2)); #endregion Show the whole level if is not showed. #region First dimension transition effect & sound: panel_OtherDimensionTransition.SetActive(true); AudioSource audio = GetComponent <AudioSource>(); audio.Play(); yield return(new WaitForSeconds(0.1665f)); // Half time of transition effect. #endregion First dimension transition effect & sound. #region Add masks to the list and set them active: for (int i = 0; i < transform.childCount; i++) { GameObject mask = transform.GetChild(i).gameObject; masksList.Add(mask); mask.SetActive(true); } yield return(new WaitForSeconds(3)); #endregion Add masks to the list and set them active. #region Second dimension transition effect & sound: panel_OtherDimensionTransition.SetActive(false); // Turn off and on to repeat the animation. panel_OtherDimensionTransition.SetActive(true); audio.Play(); yield return(new WaitForSeconds(0.1665f)); // Half time of transition effect. #endregion Second dimension transition effect & sound. backToNormalCoroutine = StartCoroutine(BackToNormal(false)); showCoroutine = null; }
void Start() { rb = GetComponent <Rigidbody>(); playerInputs = GetComponent <PlayerInputs>(); cf = GetComponent <ConstantForce>(); playerJump = GetComponent <PlayerJump>(); playerData = GetComponent <PlayerData>(); }
/* * public GameManager theGameManager; * * public Transform playerDestructionPoint; * * public Transform collisionCheck; * public float collisionCheckRadius; * public LayerMask whatIsBumper; * private bool collided; */ void Start() { myRigidbody = GetComponent <Rigidbody2D> (); myPlayerJump = GetComponent <PlayerJump> (); myAnimator = GetComponent <Animator> (); }
void Start() { m_script = this; m_rb = GetComponent <Rigidbody>(); m_jumpForce = m_jumpForceBase; }
void Start() { movement = GetComponent <PlayerMovement>(); jump = GetComponent <PlayerJump>(); groundCheck = GetComponent <GroundCheck>(); grab = GetComponent <PlayerGrab>(); anim = GetComponent <Animator>(); }
// Use this for initialization void Start () { animationScript = GetComponent<PlayerAnimation> (); jumpScript = GetComponent<PlayerJump> (); localSpriteRenderer = GetComponent<SpriteRenderer> (); scoreScript = GetComponent<TheScoreSystem> (); currentHealth = maxHealth; healthUIScript = gameUI.GetComponent<UIHealth> (); }
protected override void NeedToAwake() { figureData = GetComponent<FigureData>(); if(gameObject.GetComponents<FigureMove>() != null) figureMove = GetComponent<FigureMove>(); if(gameObject.GetComponent<PlayerJump>() != null) playerJump = GetComponent<PlayerJump>(); SecNeedToAwake (); }
void Start(){ jumpScript = GetComponent<PlayerJump> (); }
// Use this for initialization void Start() { //Initialise player animator anim = GetComponent<Animator>(); //Initialise timer meleeTimer = meleeTimerReset; //Obtain the transform information of the Capsule Collider myCollider = transform.GetComponent<CapsuleCollider>(); //Get Script components ladderClimb = GetComponent<PlayerLadderClimb>(); controller = GetComponent<PlayerController>(); jump = GetComponent<PlayerJump>(); }
// Use this for initialization void Start() { playerMove = GetComponent<PlayerMove>(); playerJump = GetComponent<PlayerJump>(); anim = GetComponent<Animator>(); if(anim.layerCount ==2) anim.SetLayerWeight(1, 1); }
// Use this for initialization void Awake() { if (FindRightControllers.Instance != null) { if (FindRightControllers.Instance.PlayerSlotsToRemember[Id] != -10) { PlayerController = (PlayerIndex)FindRightControllers.Instance.PlayerSlotsToRemember[Id]; HasBeenChosen = true; } } else if (FindRightControllers.Instance != null) HasBeenChosen = false; else if (FindRightControllers.Instance == null) HasBeenChosen = true; pTran = transform; if(RendererObject != null) { if(RendererObject.GetComponent<SkinnedMeshRenderer>() != null) BodyRenderer = RendererObject.GetComponent<SkinnedMeshRenderer>(); if(RendererObject.GetComponentsInChildren<MeshRenderer>() != null) { HelmetRenderers = RendererObject.GetComponentsInChildren<MeshRenderer>(); originalHelmetColors = new Color[HelmetRenderers.Length]; for(int i=0; i<originalHelmetColors.Length; i++) { // removed by Gustav //originalHelmetColors[i] = HelmetRenderers[i].material.color; } } } switch(Id) { case 0: if (FindRightControllers.Instance == null) PlayerController = PlayerIndex.One; pMat = Materials[0]; break; case 1: if (FindRightControllers.Instance == null) PlayerController = PlayerIndex.Two; pMat = Materials[1]; break; case 2: if (FindRightControllers.Instance == null) PlayerController = PlayerIndex.Three; pMat = Materials[2]; break; case 3: if (FindRightControllers.Instance == null) PlayerController = PlayerIndex.Four; pMat = Materials[3]; break; } if(BodyRenderer != null) { BodyRenderer.material.color = pMat.color; //BodyRenderer.materials[1].color = pMat.color; PlayerColor = pMat.color; } else { renderer.material = pMat; PlayerColor = pMat.color; } spawnPoints = new GameObject[SpawnPoints.transform.GetChildCount()]; for(int i = 0; i<spawnPoints.Length; i++) { spawnPoints[i] = SpawnPoints.transform.GetChild(i).gameObject; } PlayerControllerState = GetComponent<ControllerState>(); playerAim = GetComponent<PlayerAim>(); playerMove = GetComponent<PlayerMove>(); playerJump = GetComponent<PlayerJump>(); SpawnZone = transform.Find("SpawnZone").gameObject; SpawnZone.SetActive(false); if (GetComponent<TargetIDColor>() == null) Debug.Log("ERROR - player needs to have TargetIDColor component " + gameObject); Name = gameObject.name; Points = 0; TotalMissionPlayerHasCompleted = 0; }
// Use this for initialization void Start () { dropScript = GetComponent<Drop> (); jumpScript = GetComponent<PlayerJump> (); }
// Use this for initialization void Start() { pTran = transform; playerScript = GetComponent<Player>(); playerJump = GetComponent<PlayerJump>(); startRotation = pTran.rotation; }
// Use this for initialization void Start() { pTran = transform; aimPivotTran = transform.Find("AimPivot"); aimTran = aimPivotTran.Find("Aim"); chargeBar = aimTran.Find("ChargeBar"); aimCross = pTran.Find("AimCross"); chargeBar.forward = Vector3.forward; CurrentShotAmount = ShotAmount; playerScript = GetComponent<Player>(); playerMove = GetComponent<PlayerMove>(); playerJump = GetComponent<PlayerJump>(); aimStartPos = aimTran.localPosition; aimStartRot = aimTran.rotation; aimStartScale = aimTran.localScale; aimTranStart = aimTran; }
// Use this for initialization void Start () { theRigid = transform.parent.GetComponent<Rigidbody2D> (); jumpScript = transform.parent.GetComponent<PlayerJump> (); }
void Start() { playerMove = GetComponent<PlayerMove>(); playerJump = GetComponent<PlayerJump>(); // initialising reference variables anim = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); enemy = GameObject.Find("Enemy").transform; if(anim.layerCount ==2) anim.SetLayerWeight(1, 1); }