Esempio n. 1
0
    void Awake()
    {
        // Setting up references.
        groundCheck = transform.Find("GroundCheck").GetComponent <OverlapCheck>();
        anim        = GetComponentInChildren <Animator>();
        rigid       = GetComponent <Rigidbody2D>();
        flipper     = GetComponentInChildren <FlipSprite>();
        body        = transform.Find("Body").gameObject;
        wallCheck   = transform.Find("WallCheck").GetComponent <OverlapCheck>();

        //Animation state setup
        idleState     = Animator.StringToHash("Base Layer.Idle");
        runState      = Animator.StringToHash("Base Layer.Run");
        skidState     = Animator.StringToHash("Base Layer.Skid");
        jumpState     = Animator.StringToHash("Base Layer.Jump");
        fallState     = Animator.StringToHash("Base Layer.Fall");
        backflipState = Animator.StringToHash("Base Layer.Backflip");
        walljumpState = Animator.StringToHash("Base Layer.WallJump");
        slideState    = Animator.StringToHash("Base Layer.Slide");
        diveState     = Animator.StringToHash("Base Layer.Dive");
        rollState     = Animator.StringToHash("Base Layer.Roll");
        bonkState     = Animator.StringToHash("Base Layer.Bonk");
        getHitState   = Animator.StringToHash("Base Layer.GetHit");

        gravMem     = rigid.gravityScale;
        maxSpeedMem = maxSpeed;
        colorMem    = GetComponent <ShadowTrail>().trailColor;
    }
Esempio n. 2
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    private bool m_FacingRight = true;  // For determining which way the player is currently facing.


    private void Awake()
    {
        m_GroundCheck = transform.Find("GroundCheck");
        m_CeilingCheck = transform.Find("CeilingCheck");
        m_Rigidbody2D = GetComponent<Rigidbody2D>();
		flipSprite = gameObject.GetComponentInChildren<FlipSprite>();
    }
    void Start()
    {
        //caching componenten
        NPCAnim        = gameObject.GetComponent <Animator>();
        rb2d           = gameObject.GetComponent <Rigidbody2D>();
        flipSprite     = gameObject.GetComponent <FlipSprite>();
        SpriteRenderer = gameObject.GetComponent <SpriteRenderer>();
        //Application.targetFrameRate = 144;

        //geef componenten een value
        if (RandomizeActivity)
        {
            Activity = Random.Range(MinMaxValue.x, MinMaxValue.y);
        }
        CenterPos             = transform.position;
        PositiveTriggerBoundX = DesiredArea / 2 + CenterPos.x;
        NegativeTriggerBoundX = DesiredArea / -2 + CenterPos.x;
        canMoveRandomly       = true;

        //willekeurige vertraging voor de eerste sprong en het checken van de volgende zet
        float randDelay = Random.Range(1f, 4f);

        if (NPCType == NPCType.Slime)
        {
            NPCAnim.SetTrigger(IdleAnimationName); InvokeRepeating("CheckNextMoveSlime", randDelay, 3f);
        }
        if (NPCType == NPCType.Character)
        {
            NPCAnim.SetTrigger(IdleAnimationName); InvokeRepeating("CheckNextMoveCharacter", randDelay, 2.85f);
        }
    }
Esempio n. 4
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 private void Start()
 {
     SpriteRenderer = gameObject.GetComponent <SpriteRenderer>();
     NPCAnim        = gameObject.GetComponent <Animator>();
     flipSprite     = gameObject.GetComponent <FlipSprite>();
     InvokeRepeating("PerformExternalAttack", 0f, 2f);
     defaultColor = SpriteRenderer.color;
 }
Esempio n. 5
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 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     player     = GameObject.FindGameObjectWithTag("Player").transform;
     rb         = animator.GetComponent <Rigidbody2D>();
     flipSprite = animator.GetComponent <FlipSprite>();
 }
Esempio n. 6
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 void Start()
 {
     sr = gameObject.GetComponent <SpriteRenderer>();
     fs = gameObject.GetComponent <FlipSprite>();
 }