public void RegisterCharacter2D(CharID charID, CharActions2D charActions)
 {
     if (charActionsDic == null)
     {
         charActionsDic2D = new Dictionary <CharID, CharActions2D>();
     }
     charActionsDic2D.Add(charID, charActions);
 }
 public void RegisterCharacter(CharID charID, CharActions charActions)
 {
     if (charActionsDic == null)
     {
         charActionsDic = new Dictionary <CharID, CharActions>();
     }
     charActionsDic.Add(charID, charActions);
 }
Esempio n. 3
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 void ChangeCharacterState(CharID characterIdentifier, CharacterState newCharacterState)
 {
     if (charactersDic == null)
     {
         InitializeCharacterDictionary();
     }
     charactersDic[characterIdentifier] = newCharacterState;
 }
Esempio n. 4
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        public override string ToString()
        {
            StringBuilder sb = new StringBuilder();

            sb.Append("charID: " + CharID.ToString());
            sb.Append(" | characterName: " + CharName);
            sb.Append(" | picName: " + PicName);
            return(sb.ToString());
        }
 public bool IsActive(CharID charID)
 {
     if (charID == CharID.charA)
     {
         return(CharActiveA);
     }
     else
     {
         return(CharActiveB);
     }
 }
 public CharacterState State(CharID charID)
 {
     if (charID == CharID.charA)
     {
         return(CharStateA);
     }
     else
     {
         return(CharStateB);
     }
 }
 public void SetStartActive(CharID charID, bool activeOnStart)
 {
     if (charID == CharID.charA)
     {
         CharActiveA = activeOnStart;
     }
     else
     {
         CharActiveB = activeOnStart;
     }
 }
 public void SwitchActiveTo(CharID charID)
 {
     if (charID == CharID.charA)
     {
         CharActiveA = true;
     }
     else
     {
         CharActiveB = true;
     }
 }
 public void SwitchStateOfTo(CharID sentCharID, CharacterState newState)
 {
     if (sentCharID == CharID.charA)
     {
         CharStateA = newState;
     }
     else
     {
         CharStateB = newState;
     }
 }
 public void SwitchActionBy(CharID sentCharID)
 {
     //Debug.Log("Switchaction by " + sentCharID + " at " + Time.time);
     if (sentCharID == CharID.charA)
     {
         CharActiveA = false;
     }
     else
     {
         CharActiveB = false;
     }
 }
Esempio n. 11
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        public Sprite GetCharSprite(CharID id)
        {
            if (database.ContainsKey(id))
            {
                return(database[id]._sprite);
            }
            else
            {
                Debug.LogError("Database does not contain a character with the ID: " + id.ToString());
            }

            return(null);
        }
 public void ThrowInitiated(CharID initiatedBy)
 {
     if (initiatedBy == CharID.charA)
     {
         CharStateA = CharacterState.Throwing;
         CharStateB = CharacterState.Thrown;
     }
     else
     {
         CharStateA = CharacterState.Thrown;
         CharStateB = CharacterState.Throwing;
     }
 }
Esempio n. 13
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        public BattleChar GetChar(CharID id, int lv)
        {
            if (database.ContainsKey(id))
            {
                return(new BattleChar(database[id], lv));
            }
            else
            {
                Debug.LogError("Database does not contain a character with the ID: " + id.ToString());
            }

            return(null);
        }
Esempio n. 14
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    // Update is called once per frame
    void Update()
    {
        horizontal = Input.GetAxis("Horizontal");
        vertical   = Input.GetAxis("Vertical");

        if (Input.GetButtonDown("PlayerAction"))
        {
            activeCharacter = (activeCharacter == CharID.charA) ? CharID.charB : CharID.charA;
            if (playerActionEvent != null)
            {
                playerActionEvent(activeCharacter);
            }
        }
    }
 public void Throw(CharID initiatedBy)
 {
     if (initiatedBy == CharID.charA)
     {
         CharStateA  = CharacterState.Braced;
         CharStateB  = CharacterState.Hanging;
         CharActiveA = false;
     }
     else
     {
         CharStateA  = CharacterState.Hanging;
         CharStateB  = CharacterState.Braced;
         CharActiveB = false;
     }
 }
 bool PlayerAction(CharID charID)
 {
     controlled = (charID == characterIdentifier) ? true : false;
     characterMesh.material.color = controlled ? Color.red : Color.white;
     if (controlled && Grounded)
     {
         DeactivateColliderFor(1f);
         return(false);
     }
     else
     {
         SetCharacter(true);
         return(true);
     }
 }
 public void EvaluateColor(CharID charID, CharacterState newState)
 {
     EvaluateActiveLight();
     //if(this.charID != charID) return;
     //else {
     if (newState == CharacterState.Combined)
     {
         ChangeColor(combineColor);
     }
     else
     {
         ChangeColor(characterColor);
     }
     //}
 }
 public void ThrowInitiated(CharID initiatedBy)
 {
     if (initiatedBy == CharID.charA)
     {
         CharStateA = CharacterState.Throwing;
         CharStateB = CharacterState.Thrown;
         charActionsDic2D[CharID.charB].transform.position = charActionsDic2D[CharID.charA].transform.position + Vector3.up;
     }
     else
     {
         CharStateA = CharacterState.Thrown;
         CharStateB = CharacterState.Throwing;
         charActionsDic2D[CharID.charA].transform.position = charActionsDic2D[CharID.charB].transform.position + Vector3.up;
     }
 }
Esempio n. 19
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    IEnumerator StartRoutine()
    {
        body           = GetComponent <Rigidbody2D>();
        circleCollider = GetComponent <CircleCollider2D>();

        charActiveHolder.RegisterCharacter2D(charID, this);

        if (charID == CharID.charA)
        {
            distanceJoint = GetComponent <DistanceJoint2D>();
        }

        while (distanceJoint == null)
        {
            Debug.Log(charID + "still waiting 1");
            if (charID == CharID.charA)
            {
                distanceJoint = GetComponent <DistanceJoint2D>();
            }
            yield return(new WaitForSecondsRealtime(0.25f));
        }

        distanceJoint.distance = maxRopeLength;

        if (charID == CharID.charA)
        {
            if (startActiveDebugCoroutine)
            {
                StartCoroutine(LogActiveStates());
            }
            else if (startStatesDebugCoroutine)
            {
                StartCoroutine(LogStates());
            }
        }

        otherID = charID == CharID.charA ? CharID.charB : CharID.charA;

        collidingLayer = LayerMask.NameToLayer("CharactersColliding");
        passingLayer   = LayerMask.NameToLayer("CharactersPassing");

        charActiveHolder.SwitchStateOfTo(charID, CharacterState.Initialize);
        charActiveHolder.SetStartActive(charID, startActive);

        CheckCurrentState();
    }
Esempio n. 20
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 public void AddCharacter(CharID charID)
 {
     charactersDic.Add(charID, CharacterState.Initialize);
 }
Esempio n. 21
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 public void ChangeState(CharID charID, CharacterState newState)
 {
     charactersDic[charID] = newState;
     UpdateSerializedStates();
 }
Esempio n. 22
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 public void Ground(CharID charID)
 {
     charactersDic[charID] = CharacterState.Grounded;
     UpdateSerializedStates();
 }
 public CharActions2D GetCharActions2D(CharID charID)
 {
     return(charActionsDic2D[charID]);
 }
 public CharActions GetCharActions(CharID charID)
 {
     return(charActionsDic[charID]);
 }
Esempio n. 25
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 public bool IsGrounded(CharID charID)
 {
     return(charactersDic[charID] == CharacterState.Grounded);
 }
Esempio n. 26
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 void ChangeCharacterState(CharID characterIdentifier, CharacterState newCharacterState)
 {
     charactersDic[characterIdentifier] = newCharacterState;
 }
Esempio n. 27
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 public void Hang(CharID charID)
 {
     charactersDic[charID] = CharacterState.Hanging;
     UpdateSerializedStates();
 }
Esempio n. 28
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 public void Grapple(CharID charID)
 {
     charactersDic[charID] = CharacterState.Grappling;
     UpdateSerializedStates();
 }
 public string GetKey()
 {
     return("AniDBCommand_GetCharacterInfo" + CharID.ToString());
 }
Esempio n. 30
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 public bool IsHanging(CharID charID)
 {
     return(charactersDic[charID] == CharacterState.Hanging);
 }