void OnCollisionEnter(Collision hit) { if (hit.gameObject.tag == "walkable") { this.Ground = GroundState.Grounded; } }
// Detect collision exit with floor void OnCollisionExit(Collision hit) { if (hit.gameObject.tag == "walkable") { this.Ground = GroundState.None; } }
void Start() { //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); gravityStore = GetComponent <Rigidbody2D>().gravityScale; anim = GetComponent <Animator>(); if (PlayerPrefs.HasKey("VolumeFX")) { GetComponent <AudioSource>().volume = PlayerPrefs.GetFloat("VolumeFX"); } if (PlayerPrefs.HasKey("Quality")) { switch (PlayerPrefs.GetInt("Quality")) { case 2: break; case 1: Camera.main.GetComponent <Bloom>().quality = 0; Camera.main.GetComponent <CameraMotionBlur>().enabled = false; break; case 0: Camera.main.GetComponent <Bloom>().enabled = false; Camera.main.GetComponent <CameraMotionBlur>().enabled = false; break; } } }
public void UpdateGroundState(GroundState state, bool updateTransparency) { Color color = Color.red; switch (state) { case GroundState.Buildable: UpdateFbxAlpha(0.5f, updateTransparency); _groundStateFbx.gameObject.SetActive(true); color = Color.green; break; case GroundState.NotBuildable: UpdateFbxAlpha(0.5f, updateTransparency); _groundStateFbx.gameObject.SetActive(true); color = Color.red; break; case GroundState.Selected: UpdateFbxAlpha(1f, updateTransparency); _buildingHeaderUI.gameObject.SetActive(true); _groundStateFbx.gameObject.SetActive(true); color = Color.yellow; break; case GroundState.None: UpdateFbxAlpha(1f, updateTransparency); _buildingHeaderUI.gameObject.SetActive(false); _groundStateFbx.gameObject.SetActive(false); break; } _groundStateFbx.material.color = color; }
private void Initialize() { // Set initial states. _groundState = new GroundState.OnGroundState(this); _actionState = new ActionState.WalkState(this); _cooldownState = new CooldownState.ReadyState(this); }
public void InAir() { if (groundState == GroundState.Grounded) { groundState = GroundState.Falling; } }
private void OnTriggerExit2D(Collider2D collision) { if (collision.tag == "Ground") { groundState = GroundState.InAir; } }
void Start() { audioManager = FindObjectOfType <AudioManager> (); rb = GetComponent <Rigidbody2D> (); groundState = new GroundState(transform.gameObject); shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <Shake> (); matDefault = gfx.GetComponent <SpriteRenderer> ().material; }
void Start() { //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); ourBody = GetComponent <Rigidbody2D>(); deathheight = Camera.main.transform.position.y - Camera.main.orthographicSize; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Ground") { groundState = GroundState.onGround; rbody.velocity /= 5; } }
// Use this for initialization void Start() { rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); sprite = GetComponent<SpriteRenderer> (); state = new GroundState (transform.gameObject); input.x = 0; }
private GroundState() { if (_instance != null) { return; } _instance = this; }
void Start() { //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); SpawnPoint = GameObject.FindWithTag("SpawnPoint"); InitialScale = transform.localScale; touching = false; }
void SetGrounded(bool state) { if (Grounded != state) { GroundState?.Invoke(state); } Grounded = state; }
void Start() { target = GameObject.FindWithTag("Player").transform; groundState = new GroundState(transform.gameObject); seeker = GetComponent <Seeker>(); rb = GetComponent <Rigidbody2D>(); shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <Shake>(); InvokeRepeating("UpdatePath", 0f, .5f); }
private void CGF_OnApplyCGFEvent(CGF cgf, Rigidbody rigid, Collider coll, Vector3 force) { this.Gravity = force; this.SinceGravity = 0; if (this.Ground == GroundState.None) { this.Ground = GroundState.Falling; } }
void Start() { //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); //audio = GetComponent<AudioSource> (); //audio.loop = true; seen = false; SpawnPoint = GameObject.FindWithTag("SpawnPoint"); InitialScale = transform.localScale; touching = false; }
public void SetState (GroundState newState) { if (newState == GroundState.Dirt) { renderer.material = dirtMaterial; } else if (newState == GroundState.Grass) { renderer.material = grassMaterial; } else if (newState == GroundState.Soil) { renderer.material = soilMaterial; } curState = newState; }
private float groundTime = 0; //time we were last grounded void Start() { //Inizialization groundState = new GroundState(transform, offset, neutralWallMask); rb = GetComponent <Rigidbody2D>(); playerAnimator = GetComponent <Animator>(); initColor(colorState); Input.ResetInputAxes(); }
private void Update() { xInput = Input.GetAxisRaw("Horizontal"); yInput = Input.GetAxisRaw("Vertical"); isHoldingCrouch = Input.GetAxisRaw("Horizontal") < 0 ? true : false; isJumpPressed = Input.GetKeyDown(KeyCode.K); isAttackPressed = Input.GetKeyDown(KeyCode.J); // Check state and facing direction. if (IsCheckerTouchingLayer(lowerGroundCheck, groundLayer)) { if (IsCheckerTouchingLayer(groundCheck, groundLayer)) { groundState = GroundState.OnTheGround; } else { groundState = GroundState.InTheAir; } } else { if (IsCheckerTouchingLayer(groundCheck, shelfLayer)) { groundState = GroundState.OverTheShelf; } else if (IsCheckerTouchingLayer(ceilingCheck, shelfLayer)) { groundState = GroundState.UnderTheShelf; } else { if (IsCheckerTouchingLayer(leftWallCheck, wallLayer)) { groundState = GroundState.OnTheWall; isFacingRight = false; } else if (IsCheckerTouchingLayer(rightWallCheck, wallLayer)) { groundState = GroundState.OnTheWall; isFacingRight = true; } else { groundState = GroundState.InTheAir; } } } // Check flip CheckFlip(); }
private void Motion(Transform start, Transform end, float time, Ease ease, string eventToBroadcastAfterComplete, GroundState stateToSetAfterComplete) { transform.position = start.position; transform.DOMove(end.position, time) .SetEase(ease) .SetId(MakeUniqueId(GroundMotionTweenId)) .OnComplete(() => { GameMessenger.Broadcast(eventToBroadcastAfterComplete); State = stateToSetAfterComplete; }); }
void Start() { audioManager = FindObjectOfType <AudioManager> (); //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); dashTime = startDashTime; //grappling joint = GetComponent <DistanceJoint2D> (); joint.enabled = false; line.enabled = false; facing = 1; shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <Shake> (); //dash }
private void Awake() { if (GetComponent <SpriteRenderer>().material == null) { GetComponent <SpriteRenderer>().material = material; } PlayerState = new PlayerState(); PlayerState = PlayerState.waiting; GroundState = new GroundState(); FrontState = new FrontState(); JumpState = new JumpState(); TeamID = -1; Hp = 3; }
private void Awake() { rigidbody = GetComponent <Rigidbody2D>(); collider = GetComponent <Collider2D>(); animator = GetComponent <Animator>(); stateMachine = ScriptableObject.CreateInstance <StateMachine>(); groundState = new GroundState(this); ladderState = new LadderState(this); jumpState = new JumpState(this); dieState = new DieState(this); stateMachine.ChangeState(groundState); }
public void SetState(GroundState newState) { if (newState == GroundState.Dirt) { renderer.material = dirtMaterial; } else if (newState == GroundState.Grass) { renderer.material = grassMaterial; } else if (newState == GroundState.Soil) { renderer.material = soilMaterial; } curState = newState; }
void onStateChanged(CharacterStateBase newState, CharacterStateBase prevState) { if (typeof(InAirState).IsAssignableFrom(prevState.GetType()) && typeof(GroundState).IsAssignableFrom(newState.GetType())) { InAirState inAirState = (InAirState)prevState; if (Mathf.Abs(inAirState.LastInAirVelocity.y) > minYVelocityToAnimateLanding) { headAnimationController.AnimateLand(); } } if (typeof(WallRunState).IsAssignableFrom(newState.GetType())) { WallRunState wallRunState = (WallRunState)newState; switch (wallRunState.WallRunSide) { case WallRunState.WallRunType.LEFT: spineAnimationController.AnimateWallRunLeft(); break; case WallRunState.WallRunType.RIGH: spineAnimationController.AnimateWallRunRight(); break; } } if (typeof(WallRunState).IsAssignableFrom(prevState.GetType())) { spineAnimationController.AnimateToDefaultPosition(); } else if (typeof(GroundState).IsAssignableFrom(newState.GetType())) { GroundState groundState = (GroundState)newState; onGroundStateInternalStateChaged(groundState.InternalState); } else if (typeof(SlideState).IsAssignableFrom(newState.GetType())) { headAnimationController.SetCrouch(true); } }
void Start() { canMove = true; rb = GetComponent <Rigidbody2D>(); boxColl = GetComponent <BoxCollider2D>(); trail = GetComponent <TrailRenderer>(); particle = GetComponent <ParticleSystem>(); rend = GetComponent <SpriteRenderer>(); source = GetComponent <AudioSource>(); particle.Stop(); currentSprite = sprite[0]; winloseText.SetActive(false); groundState = new GroundState(transform.gameObject); randomIndex = Random.Range(0, spawnLocation.Length); GameObject item = Instantiate(Resources.Load("Prefabs/Collectible"), spawnLocation[randomIndex].transform.position, spawnLocation[randomIndex].transform.rotation) as GameObject; }
void Start() { overworldController = GetComponent <OverworldController>(); //get the rigidbody component rb = GetComponent <Rigidbody2D>(); //create a ground state class groundState = new GroundState(transform.gameObject, jumpLayer); //turn the sprite to face the player in the chosen direction if (!charFacingLeft) { transform.localRotation = Quaternion.Euler(0, 180, 0); } //update the sprite direction control bool spriteFacingLeft = charFacingLeft; upToEnter = GameObject.Find("Up To Enter"); upToEnter.SetActive(false); }
void Start() { levelController = GetComponent <LevelController>(); //get the rigidbody component rb = GetComponent <Rigidbody2D>(); //create a ground state class groundState = new GroundState(transform.gameObject, jumpLayer); //turn the sprite to face the player in the chosen direction if (!charFacingLeft) { transform.localRotation = Quaternion.Euler(0, 180, 0); } //update the sprite direction control bool spriteFacingLeft = charFacingLeft; //set the default respawn point as the spawning point mapStartPoint = transform.position; respawnPoint = mapStartPoint; }
private void IdentifyGround() { if (currentGround.transform.CompareTag("StairObject")) { cGS = GroundState.ClimbingStairs; return; } if (currentGround.transform.CompareTag("RoughTerrain")) { cGS = GroundState.RoughTerrain; return; } cGS = GroundState.General; return; }
public virtual void setState(GroundState gs) { foreach (Transform child in transform) { child.gameObject.SetActive(false); } state = gs; if (gs == GroundState.Planted) { var planted = transform.Find("Planted"); planted.gameObject.SetActive(true); } if (gs == GroundState.Tilled) { var tilled = transform.Find("Tilled"); tilled.gameObject.SetActive(true); } }
//private void OnTriggerEnter2D(Collider2D arg_collider) { // if(arg_collider.gameObject.layer == LayerMask.NameToLayer("Ground") // || arg_collider.gameObject.layer == LayerMask.NameToLayer("Landable")) { // m_noticeTarget.SendMessage("OnGroundEnter"); // } //} //private void OnTriggerExit2D(Collider2D arg_collider) { // Debug.Log(arg_collider.gameObject.name); // if(!Physics2D.IsTouchingLayers(m_collider , 1 << LayerMask.NameToLayer("Ground"))) { // if (arg_collider.gameObject.layer == LayerMask.NameToLayer("Ground") // || arg_collider.gameObject.layer == LayerMask.NameToLayer("Landable")) { // m_noticeTarget.SendMessage("OnGroundExit"); // } // } //} private void FixedUpdate() { RaycastHit2D hitInfo = Physics2D.BoxCast( transform.position, m_collider.bounds.size, 0, Vector2.zero, 0, 1 << LayerMask.NameToLayer("Ground") | 1 << LayerMask.NameToLayer("Landable")); GroundState prevState; prevState = (hitInfo) ? GroundState.GROUND : GroundState.AIR; if (m_currentGroundState != prevState) { m_currentGroundState = prevState; switch (m_currentGroundState) { case GroundState.GROUND: m_noticeTarget.SendMessage("OnGroundEnter"); break; case GroundState.AIR: m_noticeTarget.SendMessage("OnGroundExit"); break; } } }
void Start() { //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); SpawnPoint = GameObject.FindWithTag ("SpawnPoint"); InitialScale = transform.localScale; touching = false; }
void Start() { //Create an object to check if player is grounded or touching wall groundState = new GroundState(transform.gameObject); //audio = GetComponent<AudioSource> (); //audio.loop = true; seen = false; SpawnPoint = GameObject.FindWithTag ("SpawnPoint"); InitialScale = transform.localScale; touching = false; }
private void Initialize() { // Set initial states. _groundState = new GroundState.OnGroundState (this); _actionState = new ActionState.WalkState (this); _cooldownState = new CooldownState.ReadyState (this); }
protected virtual void Awake() { m_hForward = false; m_hBackward = false; m_hRight = false; m_hLeft = false; m_hWheels = new List<Wheel>(); m_hRigidbody = this.GetComponent<Rigidbody>(); m_hRigidbody.interpolation = RigidbodyInterpolation.None; //Initialize effective wheels List<Transform> gfxPos = this.GetComponentsInChildren<Transform>().Where(hT => hT.GetComponent<WheelCollider>() == null).ToList(); this.GetComponentsInChildren<WheelCollider>().ToList().ForEach(hW => m_hWheels.Add(new Wheel(hW, gfxPos.OrderBy(hP => Vector3.Distance(hP.position, hW.transform.position)).First().gameObject))); m_hWheels = m_hWheels.OrderByDescending(hW => hW.Collider.transform.localPosition.z).ToList(); //Initialize extra wheels m_hFakeWheels = GetComponentsInChildren<FakeWheel>().ToList(); //Initialize VehicleTurret m_hTurret = GetComponentInChildren<VehicleTurret>(); //Initialize IWeapon m_hCurrentWeapon = GetComponentInChildren<IWeapon>(); m_hActor = GetComponent<Actor>(); //Initialize Drive/Brake System switch (DriveType) { case DriveType.AWD: m_hEngine = new AwdDrive(Hp, m_hWheels); break; case DriveType.RWD: m_hEngine = new RearDrive(Hp, m_hWheels); break; case DriveType.FWD: m_hEngine = new ForwardDrive(Hp, m_hWheels); break; default: break; } m_hConstanForce = this.GetComponent<ConstantForce>(); m_hReverseCOM = new Vector3(0.0f, -2.0f, 0.0f); m_hOriginalCOM = m_hRigidbody.centerOfMass; GroundState hGroundState = new GroundState(this); FlyState hFlyState = new FlyState(this); TurnedState hTurned = new TurnedState(this, m_hReverseCOM); hGroundState.Next = hFlyState; hFlyState.Grounded = hGroundState; hFlyState.Turned = hTurned; hTurned.Next = hFlyState; m_hFlyState = hFlyState; }