void Awake() { enemyAI = GetComponent <IEnemyAI>(); movementInput = GetComponent <IMovementInput>(); OnValidate(); }
void Awake() { enemyAI = GetComponent <IEnemyAI>(); movementInput = GetComponent <IMovementInput>(); myCollider = GetComponent <Collider>(); }
void Start() { itemContainer = invintory.GetComponent <IItemContainer>(); move = GetComponent <IMovementInput>(); invintoryInput = GetComponent <IInvintoryInput>(); rb = GetComponent <Rigidbody2D>(); }
public override void Initialize(BehaviourProcessor behaviourProcessor) { base.Initialize(behaviourProcessor); actorMovement = behaviourProcessor.GetComponent <ActorMovement>(); movementInput = actorMovement.MovementInput; actorMovement.OnInputChange += SetInput; }
private void Start() { playerAnimations = GetComponent <PlayerAnimations>(); playerMovement = GetComponent <PlayerMovement>(); playerRenderer = GetComponent <PlayerRenderer>(); playerAiInteractions = GetComponent <PlayerAIInteractions>(); movementInput = GetComponent <IMovementInput>(); movementInput.OnInteractEvent += () => playerAiInteractions.Interact(playerRenderer.IsSpriteFlipped); }
// Start is called before the first frame update void Start() { _movement = GetComponent <IMovement>(); _movementInput = GetComponent <IMovementInput>(); }
public FreeFormMovement(Rigidbody2D rigidbody, IMovementInput movementInput) : base(rigidbody, movementInput) { }
private PatrolEnemyMovementController(IMovementInput movementInput, UnitMoveData moveData) : base(movementInput, moveData) { }
protected CommonMovementController(IMovementInput movementInput, UnitMoveData moveData) { MovementInput = movementInput; MoveData = moveData; }
public BaseMovement(Rigidbody2D rigidbody, IMovementInput movementInput) { this.rigidbody = rigidbody; this.movementInput = movementInput; }
private HeroMovementController(IMovementInput movementInput, UnitMoveData moveData) : base(movementInput, moveData) { }
private void Awake() { inputRef = GetComponent <IMovementInput>(); rb = GetComponent <Rigidbody>(); }
// Use this for initialization void Start() { rb = this.GetComponent <Rigidbody2D> (); movementInput = this.GetComponent <IMovementInput> (); }
private void InitValues() { m_Input = InputManager.Instance; }
private bool isCreated; //Temporal private void Start() { input = GetComponent <IMovementInput>(); }
/// <summary> /// Builds a normalized <see cref="Vector3"/> based on the input. Relative to the transform by default. /// </summary> /// <param name="input"><see cref="IMovementInput"/> service.</param> /// <param name="relativeToTransform">(Default: true) Indicates if this should be relative to the transform.</param> /// <returns>A normalized <see cref="Vector3"/> representing a movement direction based on axis input.</returns> public Vector3 BuildDirection(IMovementInput input, bool relativeToTransform = true) { return BuildDirection(input.VerticalAxis, input.HorizontalAxis, relativeToTransform); }
/// <summary> /// Builds a normalized <see cref="Vector3"/> based on the input. Relative to the transform by default. /// </summary> /// <param name="input"><see cref="IMovementInput"/> service.</param> /// <param name="relativeToTransform">(Default: true) Indicates if this should be relative to the transform.</param> /// <returns>A normalized <see cref="Vector3"/> representing a movement direction based on axis input.</returns> public Vector3 BuildDirection(IMovementInput input, bool relativeToTransform = true) { return(BuildDirection(input.VerticalAxis, input.HorizontalAxis, relativeToTransform)); }
void Awake() { input = GetComponent <IMovementInput>(); body = GetComponent <Rigidbody>(); }
void Awake() { input = GetComponent <IMovementInput>(); }
public BaseMovement(Rigidbody2D rigidbody) { this.rigidbody = rigidbody; this.movementInput = null; }
protected virtual void Awake() { movementInput = GetComponent <IMovementInput>(); }
public MovementLogic(IMovementInput inputInfo) { this.InputInfo = inputInfo; }
private void SetInput(IMovementInput movementInput) => this.movementInput = movementInput;
private bool isCreated; //Temporal private void Start() { audioSource = GetComponentInChildren <AudioSource>(); input = GetComponent <IMovementInput>(); }
private HeroWeaponInput(IMovementInput movementInput, UnitLocator locator, Transform transform) { _movementInput = movementInput; _locator = locator; _transform = transform; }