Manages character rotation according to CharacterInput
Inheritance: MonoBehaviour
Esempio n. 1
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 public BGMManagement()
 {
     InitializeComponent();
     _BGMProperties     = new BGMProperties();
     _SortMusic         = new SortMusic();
     _CharacterRotation = new CharacterRotation();
 }
Esempio n. 2
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 void Start()
 {
     cam         = Camera.main;
     character2D = PlayerManager.player.GetComponent <PlatformerCharacter2D>();
     shooting    = PlayerManager.shooting;
     rotation    = PlayerManager.rotation;
 }
 public void Rotate(CharacterRotation characterRotation)
 {
     if (this.characterRotation != characterRotation)
     {
         int rotationDegree = ((int)this.characterRotation - (int)characterRotation) * 90;
         this.characterRotation = characterRotation;
         gameObject.transform.Rotate(0, 0, rotationDegree);
     }
 }
Esempio n. 4
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    /// <summary>
    /// 重置拖动信息
    /// </summary>
    private void ResetDragable()
    {
        CharacterRotation component = GetComponent <CharacterRotation>();

        if (component)
        {
            component.target      = ModelArray != null ? ModelBox : null;
            component.normalAngle = 0;
            component.ResetAngle();
        }
    }
Esempio n. 5
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    /// <summary>
    /// 检查旋转组件
    /// </summary>
    private void CheckCharacterRotationComponent()
    {
        CharacterRotation component = GetComponent <CharacterRotation>();

        if (component != null)
        {
            component.target      = m_ModelRoot != null ? m_ModelRoot.transform : null;
            component.normalAngle = GetBaseRotation().y;
            component.ResetAngle();
        }
    }
Esempio n. 6
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    private Quaternion serverLastPredRotation;             //CLIENT SIDE last predicted rot from server

    void Start()
    {
        inputStates = new Queue <CharacterInput.InputState>();

        cameraMouseAim = Camera.main.GetComponent <CameraMouseAim>();
        cameraAimPoint = Camera.main.GetComponent <CameraAimPoint>();

        characterInput    = GetComponent <CharacterInput>();
        characterMovement = GetComponent <CharacterMovement>();
        characterRotation = GetComponent <CharacterRotation>();
    }
Esempio n. 7
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    void Awake()
    {
        player    = playerReference;
        stats     = player.GetComponent <CharacterStats>();
        equipment = player.GetComponent <Equipment>();
        inventory = player.GetComponent <Inventory>();
        shooting  = player.GetComponentInChildren <WeaponShooting>();
        rotation  = player.GetComponentInChildren <CharacterRotation>();

        DisableAI();
        SetTags();
        SetCamera();
    }
Esempio n. 8
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 void Awake()
 {
     _characterData     = GetComponent <CharacterData>();
     _characterMovement = GetComponent <CharacterMovement>();
     _characterRotation = GetComponent <CharacterRotation>();
     _characterAttack   = GetComponent <CharacterAttack>();
     _characterAnimCtrl = GetComponent <CharacterAnimationController>();
     _characterLauncher = GetComponent <CharacterLaunchProjectile>();
     _isPlayer          = gameObject.CompareTag("Player");
     if (_isPlayer)
     {
         _playerInput = GetComponent <PlayerInput>();
     }
 }
 public override void Initialize()
 {
     m_CfgEternityProxy              = (CfgEternityProxy)Facade.RetrieveProxy(ProxyName.CfgEternityProxy);
     m_ServerListProxy               = (ServerListProxy)Facade.RetrieveProxy(ProxyName.ServerListProxy);
     m_ModelImage                    = FindComponent <RawImage>("Back/Model_Character");
     m_Animator                      = FindComponent <Animator>("Character_Layerbenfen/Camera");
     m_Camera                        = FindComponent <Camera>("Character_Layerbenfen/Camera");
     m_CharacterRoot                 = FindComponent <Transform>("Character_Layerbenfen/CharacterRoot/Character");
     m_RotationContoller             = FindComponent <CharacterRotation>("DragableBack");
     m_RotationContoller.normalAngle = m_CharacterRoot.localEulerAngles.y;
     m_SceneRoot                     = FindComponent <Transform>("Character_Layerbenfen");
     m_PostProcessVolume             = FindComponent <PostProcessVolume>("Character_Layerbenfen/Post");
     CanReceiveFocus                 = false;
 }
    void Start()
    {
        inputStates = new Queue<CharacterInput.InputState>();

        cameraMouseAim = Camera.main.GetComponent<CameraMouseAim>();
        cameraAimPoint = Camera.main.GetComponent<CameraAimPoint>();

        characterInput = GetComponent<CharacterInput>();
        characterMovement = GetComponent<CharacterMovement>();
        characterRotation = GetComponent<CharacterRotation>();
    }
Esempio n. 11
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 public void Run(CharacterRotation rotate)
 {
     Rotate(rotate);
     isRunning = true;
 }