public override void Initialization(ActCharacterNew character) { base.Initialization(character); _actJump = character.GetAbility(typeof(ActJump)) as ActJump; _actWallCling = character.GetAbility(typeof(ActWallCling)) as ActWallCling; }
public override void Initialization(ActCharacterNew character) { base.Initialization(character); CurrentLadderClimbingSpeed = Vector2.zero; LadderColliding = false; CurrentLadder = null; }
public virtual void Initialization(ActCharacterNew character) { _character = character; _platformer = character.platformer; _movement = _character.MovementState; _condition = _character.ConditionState; _abilityInitialized = true; }
protected virtual void AssignTarget(ActCharacterNew pawn) { Target = pawn.transform; if (pawn.platformer == null) { return; } TargetController = pawn.platformer; }
// Use this for initialization void Start() { InputMdl = new PlayerInput(); InputMdl.controller = this; Pawn = GetComponent <ActCharacterNew>(); Pawn.controller = this; Pawn.Init(); cameraCtrl = Camera.main.GetComponent <CameraController>(); cameraCtrl.Init(this); }
protected virtual void OnTriggerEnter2D(Collider2D collider) { // we check that the object colliding with the ladder is actually a corgi controller and a character ActCharacterNew actChar = collider.GetComponent <ActCharacterNew>(); if (actChar == null || actChar.GetAbility(typeof(ActClimbing)) == null) { return; } ActClimbing actClimbing = actChar.GetAbility(typeof(ActClimbing)) as ActClimbing; actClimbing.LadderColliding = true; actClimbing.CurrentLadder = this; }
/// <summary> /// Triggered when something exits the ladder /// </summary> /// <param name="collider">Something colliding with the ladder.</param> protected virtual void OnTriggerExit2D(Collider2D collider) { // we check that the object colliding with the ladder is actually a corgi controller and a character ActCharacterNew actChar = collider.GetComponent <ActCharacterNew>(); if (actChar == null || actChar.GetAbility(typeof(ActClimbing)) == null) { return; } ActClimbing actClimbing = actChar.GetAbility(typeof(ActClimbing)) as ActClimbing; // when the character is not colliding with the ladder anymore, we reset its various ladder related states actClimbing.LadderColliding = false; actClimbing.CurrentLadder = null; }
public virtual void OnTriggerEnter2D(Collider2D collider) { ActCharacterNew c = collider.gameObject.GetComponent <ActCharacterNew>(); if (c == null) { return; } ActGrip grip = c.GetAbility(typeof(ActGrip)) as ActGrip; if (grip == null) { return; } grip.StartGripping(this); }
//protected float _slopeAngleSave public override void Initialization(ActCharacterNew character) { base.Initialization(character); }
public override void Initialization(ActCharacterNew character) { base.Initialization(character); InTunnel = false; CrawlAuthorized = true; }