void Start() { EventTire = this.GetEventTire(); KeyMap.Add(KeyCode.D, ControlAction.WalkForward); KeyMap.Add(KeyCode.A, ControlAction.WalkBack); KeyMap.Add(KeyCode.Space, ControlAction.Jump); KeyMap.Add(KeyCode.LeftShift, ControlAction.Shift); KeyMap.Add(KeyCode.RightShift, ControlAction.Shift); KeyMap.Add(KeyCode.E, ControlAction.Use); KeyMap.Add(KeyCode.W, ControlAction.WalkUp); KeyMap.Add(KeyCode.S, ControlAction.WalkDown); KeyMap.Add(KeyCode.R, ControlAction.Recharge); KeyMap.Add(KeyCode.LeftControl, ControlAction.SitDown); KeyMap.Add(KeyCode.RightControl, ControlAction.SitDown); KeyMap.Add(KeyCode.Mouse0, ControlAction.MainAttack); foreach (var pair in KeyMap) { State[pair.Value] = false; } State[ControlAction.NextWeapon] = false; State[ControlAction.PrevWeapon] = false; EventTire.SendEvent(TEPath.Up, TireEventType.ControlEvent, State); }
void Start() { EventTire = this.GetEventTire(); BaseMoveState = GetComponent<BaseMoveState>(); EventTire.AddEventListener(TireEventType.ChangedMoveStateEvent, OnChangedMoveStateEvent); EventTire.AddEventListener(TireEventType.ChangedDirectionEvent, OnChangedDirectionEvent); }
void Start () { EventTire = this.GetEventTire(); Animator = GetComponent<Animator>(); EventTire.AddEventListener(TireEventType.ChangedCurrentWeapon, OnPlayerChangedCurrentWeapon); //EventTire.AddEventListener(TireEventType.WeaponUseStateChangedEvent, OnWeaponUseStateChangedEvent); }
void Start() { EventTire = this.GetEventTire(); EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); EventTire.AddEventListener(TireEventType.AmmoPickupEvent, OnAmmoPickupEvent); WeaponaryState = GetComponent<WeaponaryState>(); }
void Start() { EventTire = this.GetEventTire(); Animator = GetComponent<Animator>(); EventTire.AddEventListener(TireEventType.ChangedMoveStateEvent, OnPlayerChangedMoveStateEvent); EventTire.AddEventListener(TireEventType.ChangedJumpStateEvent, OnPlayerChangedJumpStateEvent); }
void Start() { EventTire = this.GetEventTire(); BaseState = GetComponent<BaseMoveState>(); UpperCollider.enabled = true; EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); EventTire.AddEventListener(TireEventType.ChangedSitDownEvent, OnChangedSitDownEvent); }
void Start() { EventTire = this.GetEventTire(); BaseState = GetComponent<BaseMoveState>(); Rigidbody = GetComponent<Rigidbody2D>(); Rigidbody.gravityScale = 1f; EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); EventTire.AddEventListener(TireEventType.ChangedMoveStateEvent, UpdateHorizontalMoveState); EventTire.AddEventListener(TireEventType.ChangedShiftWalkEvent, UpdateHorizontalMoveState); EventTire.AddEventListener(TireEventType.ChangedJumpStateEvent, OnPlayerChangedJumpStateEvent); }
void Start() { EventTire = this.GetEventTire(); EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); EventTire.AddEventListener(TireEventType.SaveWeaponStateEvent, OnSaveWeaponStateEvent); EventTire.AddEventListener(TireEventType.LoadWeaponStateEvent, OnLoadWeaponStateEvent); EventTire.AddEventListener(TireEventType.WeaponPickupEvent, OnWeaponPickupEvent); WeaponaryState = GetComponent<WeaponaryState>(); if (WeaponaryState.CurrentWeaponIndex >= 0) { SelectWeapon(WeaponaryState.CurrentWeaponIndex); } }
void Start() { EventTire = this.GetEventTire(); Rigidbody = GetComponent<Rigidbody2D>(); BaseState = GetComponent<BaseMoveState>(); BaseState.VerticalMoveState = VerticalMoveState.Idle; BaseState.MoveState = MoveState.Idle; EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); EventTire.AddEventListener(TireEventType.ChangedMoveStateEvent, UpdateHorizontalMoveState); EventTire.AddEventListener(TireEventType.ChangedVerticalMoveStateEvent, UpdateVerticalMoveState); EventTire.AddEventListener(TireEventType.ChangedJumpStateEvent, OnPlayerChangedJumpStateEvent); Rigidbody.gravityScale = 0f; }
void Start() { EnemyAiState = GetComponent<EnemyAiState>(); EventTire = this.GetEventTire(); SelfUnit = GetComponent<IUnit>(); Actions.Add(ControlAction.WalkForward, false); Actions.Add(ControlAction.WalkBack, false); Actions.Add(ControlAction.Jump, false); Actions.Add(ControlAction.Shift, false); Actions.Add(ControlAction.MainAttack, false); Actions.Add(ControlAction.Use, false); Actions.Add(ControlAction.WalkUp, false); Actions.Add(ControlAction.WalkDown, false); Actions.Add(ControlAction.Recharge, false); Actions.Add(ControlAction.NextWeapon, false); Actions.Add(ControlAction.PrevWeapon, false); Actions.Add(ControlAction.SitDown, false); }
void ConnectToParentTire() { Transform parent = transform.parent; while(parent != null) { var parentTire = parent.GetComponent<IETireHierarchy>(); if(parentTire != null) { parentTire.AddChild(this); Parent = parentTire; return; } else { parent = parent.parent; } } Parent = GlobalEventTire.Instance; }
void Start() { State = GetComponent<WeaponState>(); EventTire = this.GetEventTire(); EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); }
void Start() { EventTire = this.GetEventTire(); }
void Start() { EventTire = this.GetEventTire(); EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); }
void Start() { EventTire = this.GetEventTire(); BaseMoveState = GetComponent<BaseMoveState>(); EventTire.AddEventListener(TireEventType.ControlEvent, OnControlEvent); }
public void AddChild(IEventTire child) { Children.Add(child); }
void Start() { WeaponState = GetComponent<WeaponState>(); EventTire = this.GetEventTire(); LoadWeaponState(); }
void Start() { EventTire = this.GetEventTire(); OwnedWeapons.Add(WeaponType.None); OwnedWeapons.Add(WeaponType.None); OwnedWeapons.Add(WeaponType.None); OwnedWeapons.Add(WeaponType.None); OwnedWeapons.Add(WeaponType.None); }