private void Start() { playerIdle = GetComponent <PlayerIdle>(); playerWalking = GetComponent <PlayerWalking>(); playerCrouching = GetComponent <PlayerCrouching>(); playerJumping = GetComponent <PlayerJumping>(); }
/// <summary> /// Awake /// </summary> void Awake() { a = GetComponent<Animator>(); j = GetComponent<PlayerJumping>(); t = transform; pm = GetComponent<PlayerMotor>(); }
private void CreateNetwork() { dead = new PlayerDead(this); walking = new PlayerWalking(this); jumping = new PlayerJumping(jumpBufferTime, this); rising = new PlayerRising(this); falling = new PlayerFalling(this); flipping = new PlayerFlipping(flipTime, flipOffset, this); walking.AddTransition(dead); walking.AddTransition(jumping); walking.AddTransition(rising); walking.AddTransition(falling); walking.AddTransition(flipping); jumping.AddTransition(dead); jumping.AddTransition(walking); jumping.AddTransition(rising); jumping.AddTransition(falling); jumping.AddTransition(flipping); rising.AddTransition(dead); rising.AddTransition(walking); rising.AddTransition(falling); rising.AddTransition(flipping); falling.AddTransition(dead); falling.AddTransition(walking); falling.AddTransition(rising); flipping.AddTransition(walking); flipping.AddTransition(falling); activeState = walking; }
void Start() { transform.position = SpawnPos.transform.position; rb = GetComponent <Rigidbody>(); body = GetComponent <CapsuleCollider>(); movement = new PlayerMovement(); jump = new PlayerJumping(); movement.direction = transform.TransformDirection(Vector3.forward); Spawn(); }
private void Start() { if (!GetComponent <Player>().networkObject.IsOwner) { this.enabled = false; return; } pl = GetComponent <PlayerLooking>(); pj = GetComponent <PlayerJumping>(); pm = GetComponent <PlayerMovement>(); pi = GetComponent <PlayerInteract>(); locked = true; Cursor.lockState = CursorLockMode.Locked; }
/// <summary> /// Initialize player movement. /// </summary> void Awake() { //Time.timeScale = 0.33f; t = transform; a = GetComponent<Animator>(); cl = GetComponent<PlayerClimbing>(); cam = GetComponent<PlayerCamera>(); atk = GetComponent<PlayerAttack>(); j = GetComponent<PlayerJumping>(); move_direction = transform.forward; }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag.Equals("Player")) { if (collision.contacts.Length > 0) { ContactPoint contact = collision.contacts[0]; if (Vector3.Dot(contact.normal, Vector3.down) > 0.5f) { //Grabs the player jumping script from the player the enemy made collision with PlayerJumping jump = collision.gameObject.GetComponent <PlayerJumping>(); //Makes the player jump up jump.Jump(5f); soundPlayer.PlaySound(Sounds.KICKING); if (!stompedHead) { stompedHead = true; gameManager.IncreaseScore(score); //Checks if the enemy has to been deleted from the scene if (enemy.deleted) { gameObject.SetActive(false); //Destroy(gameObject); } //Pauses the movement of the enemy else { pauseMovement = true; } } else { kickedEnemy = true; } } //Checks if the player hits the enemy while its not moving anymore else if (stompedHead && pauseMovement) { //Grabs the new direction of the enemy direction = (int)Input.GetAxisRaw("Horizontal"); kickedEnemy = true; soundPlayer.PlaySound(Sounds.KICKING); } else { gameManager.HandleDeath(); } } } else if (collision.gameObject.tag.Equals("Floor") || collision.gameObject.tag.Equals("Interactable")) { //Switch direction direction = direction == 1 ? -1 : 1; //Checks if the enemy hit a interactable and is in shell form (aka been stomped and moving) if (collision.gameObject.tag.Equals("Interactable") && stompedHead) { BlockHandler blockHandler = collision.gameObject.GetComponent <BlockHandler>(); blockHandler.HandleCollision(); } } }
// Start is called before the first frame update void Awake() { playerInput = new PlayerInput(); playerJumping = GetComponent <PlayerJumping>(); animator = GetComponent <Animator>(); }