public void OnRemoveChar(BasicPhysics aic) { if (m_overlapObjects.Contains(aic)) { aic.transform.Find("SpritePieces").transform.localPosition = aic.transform.Find("SpritePieces").transform.localPosition - Offset; m_overlapObjects.Remove(aic); } }
public void OnAddChar(BasicPhysics aic) { if (!m_overlapObjects.Contains(aic)) { aic.transform.Find("SpritePieces").transform.localPosition = aic.transform.Find("SpritePieces").transform.localPosition + Offset; m_overlapObjects.Add(aic); } }
public void OnRemoveChar(BasicPhysics aic) { if (OverlapObjects.Contains(aic)) { aic.RemoveParticleSystem(gameObject); OverlapObjects.Remove(aic); } }
//private HealthDisplay m_display; internal void Awake() { m_charBase = GetComponent <CharacterBase>(); m_physics = GetComponent <BasicPhysics>(); m_health = Mathf.Min(Health, MaxHealth); m_currDeathTime = 0.0f; InitResistences(); GetComponent <PersistentItem>()?.InitializeSaveLoadFuncs(storeData, loadData); }
private void particleProcess(BasicPhysics physics) { if (physics.DrawParticles && ParticlePrefab != null && physics.m_trueVelocity.magnitude > 0.1f && physics.IsGrounded) { if (physics.ShouldDrawParticle()) { physics.EmitParticle(gameObject, EmitParticleAmount); //Instantiate(ParticlePrefab, physics.transform.position, Quaternion.identity); } } }
public void OnAddChar(BasicPhysics aic) { if (!OverlapObjects.Contains(aic)) { if (ParticlePrefab != null) { aic.AddParticleSystem(gameObject, ParticlePrefab); //aic.EmitParticle(gameObject, EmitParticleAmount); //Instantiate(ParticlePrefab, aic.transform.position, Quaternion.identity); } OverlapObjects.Add(aic); } }
private void Awake() { _physics = GetComponent <BasicPhysics>(); _animation = new AnimationManager(GetComponent <Animator>()); _weapon = transform.GetComponentInChildren <IGun>(); ((IWearable)_weapon)?.SetOwner(this); Life.Reset(); Life.OnDie += OnDie; lookPoint = new GameObject("lookPoint").transform; lookPoint.SetParent(transform); OnAwake(); }
internal void Awake() { m_physics = GetComponent <BasicPhysics>(); m_lastInput = new Vector2(); m_aiCustomControl = GetComponent <ControlAI>(); m_playerCustomControl = GetComponent <ControlPlayer>(); m_orient = GetComponent <Orientation>(); m_eqp = GetComponent <InventoryContainer>(); m_trueAverageVelocity = new Vector3(); lastPos = transform.position; if (CanJump) { SetJumpHeight(JumpHeight); } updateCustomControl(); if (GetComponent <PersistentItem>() != null) { GetComponent <PersistentItem>().InitializeSaveLoadFuncs(storeData, loadData); } }
internal void Awake() { m_physics = GetComponent <BasicPhysics>(); m_lastInput = new InputPacket(); m_orient = GetComponent <Orientation>(); m_trueAverageVelocity = new Vector3(); m_aibase = new List <AIInputParentClass>(GetComponents <AIInputParentClass>()); m_InputHandlers = new List <InputHandler>(GetComponents <InputHandler>()); lastPos = transform.position; if (CanJump) { SetJumpHeight(JumpHeight); } if (GetComponent <PersistentItem>() != null) { GetComponent <PersistentItem>().InitializeSaveLoadFuncs(storeData, loadData); } }
// Start is called before the first frame update void Start() { m_physics = GetComponent <BasicPhysics> (); m_attackable = GetComponent <Attackable> (); }
public bool IsHaveObject(BasicPhysics aic) { return(OverlapObjects.Contains(aic)); }