private void Start() { movement = GetComponent <Movement2D>(); shape = GetComponent <Shape>(); mouthAngle = new LerpValue(ChangeMouthAnimationDirection, 40f); }
void OnTriggerEnter2D(Collider2D otherCollider) { string infoName = gameObject.name; Movement2D avatar = otherCollider.gameObject.GetComponent <Movement2D>(); if (avatar != null) { if (infoName == "info1") { addingTheInfo(0); } else if (infoName == "info2") { addingTheInfo(1); } else if (infoName == "info3") { addingTheInfo(2); } else if (infoName == "info4") { addingTheInfo(3); } else if (infoName == "info5") { addingTheInfo(4); } } }
// Use this for initialization void OnTriggerEnter2D(Collider2D otherCollider) { Movement2D player = otherCollider.gameObject.GetComponent <Movement2D> (); Debug.Log("ok"); KeyPad.active = true; }
private void FollowPlayer(float dt) { Vector3 position = transform.position; position = Vector3.MoveTowards(position, _followPlayer.PollenTarget.position, PollenBehaviorData.FollowPlayerSpeed * dt); Movement2D.Teleport(position); }
public override void OnSpawn(SpawnPoint spawnpoint) { base.OnSpawn(spawnpoint); WaspSpawnPoint waspSpawnPoint = spawnpoint.GetComponent <WaspSpawnPoint>(); _armorToAttack = waspSpawnPoint.ArmorToAttack; _splineYOffset = PartyParrotManager.Instance.Random.NextSingle(-waspSpawnPoint.Offset, waspSpawnPoint.Offset); // init our spline state _spline = waspSpawnPoint.GetComponent <BezierSpline>(); _splineLength = _spline.EstimatedLength(); _splinePosition = 0.0f; // teleport to our starting position // setting the behavior's Position doesn't seem to immediately warp // so falling back on just forcing the transform position to move :( Vector3 targetPosition = _spline.GetPoint(0.0f); targetPosition.y += _splineYOffset; Movement2D.Teleport(targetPosition); if (null != AnimationHelper) { AnimationHelper.SetFacing(Vector3.zero - transform.position); } SetState(WaspState.FollowingSpline); }
private void GoToHive(float dt) { Vector3 position = transform.position; position = Vector3.MoveTowards(position, _hive.transform.position, PollenBehaviorData.GoToHiveSpeed * dt); Movement2D.Teleport(position); }
protected override void PhysicsUpdate(float dt) { if (!CanMove) { return; } if (!PlayerBehaviorData.AllowAirControl && IsFalling) { return; } Vector3 velocity = MoveDirection * PlayerBehaviorData.MoveSpeed; if (Movement2D.IsKinematic) { Movement2D.Teleport(Movement2D.Position + velocity * dt); } else { velocity.y = Movement2D.Velocity.y; Movement2D.Velocity = velocity; } base.PhysicsUpdate(dt); }
private float deathLimitY; // 플레이어가 사망하는 바닥 Y 위치 public void Setup(Vector2Int position, int mapSizeY) { movement2D = GetComponent <Movement2D>(); transform.position = new Vector3(position.x, position.y, 0); deathLimitY = -mapSizeY / 2; }
private void Awake() { movement2D = GetComponent <Movement2D>(); float x = Random.Range(-1.0f, 1.0f); float y = Random.Range(-1.0f, 1.0f); movement2D.MoveTo(new Vector3(x, y, 0)); }
// Use this for initialization void OnTriggerEnter2D(Collider2D otherCollider) { Movement2D player = otherCollider.gameObject.GetComponent <Movement2D>(); if (player != null) { Destroy(transform.parent.gameObject); } }
private void Awake() { animator = GetComponent <Animator>(); movement2D = GetComponent <Movement2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); capsuleCollider2D = GetComponent <CapsuleCollider2D>(); rb = GetComponent <Rigidbody2D>(); HP = MaxHp; }
//public Animator animator; // Use this for initialization void Start() { Movement = GetComponent <Movement2D>(); //just some physics to set the gravity and jump velocity gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); Movement.collisions.faceDir = 1; print("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); }
private void OnTriggerEnter2D(Collider2D collision) { if (!collision.CompareTag("Enemy")) { return; } Movement2D movement2D = collision.GetComponent <Movement2D>(); movement2D.MoveSpeed -= movement2D.MoveSpeed * towerWeapon.Slow; }
void Start() { _rb = GetComponent <Rigidbody2D>(); _anim = GetComponent <Animator>(); _col = GetComponent <BoxCollider2D>(); _movement = GetComponent <Movement2D>(); _rb.gravityScale = gravity; faceX = 1; ControlLock.Register("FlipX", this); }
// Use this for initialization public void Start() { oldPoint = transform.position; Movement = GetComponent <Movement2D>(); globalWaypoints = new Vector3[localWaypoints.Length]; for (int i = 0; i < localWaypoints.Length; i++) { globalWaypoints[i] = localWaypoints[i] + transform.position; } //platrb = GetComponent<Rigidbody2D>(); }
protected void Start() { if (!mov2D) { mov2D = GetComponent <Movement2D>(); } if (!spriteRenderer) { spriteRenderer = GetComponent <SpriteRenderer>(); } }
// Use this for initialization public void Start() { currentState = CoreStates.Default; oldPoint = transform.position; Movement = GetComponent <Movement2D>(); globalWaypoints = new Vector3[localWaypoints.Length]; for (int i = 0; i < localWaypoints.Length; i++) { globalWaypoints[i] = localWaypoints[i] + transform.position; } }
private void PickUpSword() { isPlayerHoldingSword = true; transform.SetParent(player.transform); Movement2D playerMovement = player.GetComponent <Movement2D>(); originalPlayerMoveSpeed = playerMovement.maxMoveSpeed; playerMovement.maxMoveSpeed = playerMovementWhileCarrying; player.GetComponent <PlayerAnimation>().OnPickupSword(); }
public void Setup(EnemySpawner enemySpawner, Transform[] wayPoints) { movement2D = GetComponent <Movement2D>(); this.enemySpawner = enemySpawner; wayPointCount = wayPoints.Length; this.wayPoints = new Transform[wayPointCount]; this.wayPoints = wayPoints; transform.position = wayPoints[currentIndex].position; StartCoroutine("OnMove"); }
public void Setup(GameManager gameManager, Transform[] wayPoints) { movement2D = GetComponent <Movement2D>(); wayPointCount = wayPoints.Length; this.wayPoints = new Transform[wayPointCount]; this.wayPoints = wayPoints; //시작위치 transform.position = wayPoints[currentIndex].position; StartCoroutine(EnemyAI()); StartCoroutine(OnMove()); }
// Use this for initialization void Start() { animator = GetComponent <Animator>(); collider = GetComponent <Collider2D>(); flash = GameObject.Find("Flash").GetComponent <Flash>(); horizontalAxis = GetComponent <ConsumeAxis>(); movement = GetComponent <Movement2D>(); particlesDust = GameObject.Find("particles-dust").GetComponent <ParticleSystem>(); particlesDeath = GameObject.Find("particles-death").GetComponent <ParticleSystem>(); particlesDeathSmoke = GameObject.Find("particles-deathsmoke").GetComponent <ParticleSystem>(); particlesKick = GameObject.Find("particles-kick").GetComponent <ParticleSystem>(); renderer = GetComponent <SpriteRenderer>(); }
public void Setup(Transform[] wayPoints) { movement2D = GetComponent <Movement2D>(); // 적 이동 경로 WayPoints 정보 설정 wayPointCount = wayPoints.Length; this.wayPoints = new Transform[wayPointCount]; this.wayPoints = wayPoints; // 적 위치 첫번째 wayPoint 위치로 설정 transform.position = wayPoints[currentIndex].position; StartCoroutine("OnMove"); }
void OnTriggerEnter2D(Collider2D otherCollider) { string keyName = gameObject.name; player = otherCollider.gameObject.GetComponent <Movement2D>(); if (player != null) { if (keyName == "DoorButton") { GameObject.Find("ButtonDoor01").GetComponent <MeshRenderer>().enabled = false; GameObject.Find("ButtonDoor01").GetComponent <BoxCollider2D>().enabled = false; } } }
private void Float(float dt) { // recycle if we're off the screen Vector3 position = transform.position; if (position.y - Pollen.Height / 2.0f > GameStateManager.Instance.GameManager.GameData.ViewportSize) { Pollen.Recycle(); return; } position.y += PollenBehaviorData.FloatSpeed * dt; Movement2D.Teleport(position); }
void OnTriggerEnter2D(Collider2D otherCollider) { Movement2D player = otherCollider.gameObject.GetComponent <Movement2D>(); if (player != null) { print(KeyCounterScript.score); if (KeyCounterScript.score >= 2) { KeyCounterScript.score -= 2; Destroy(gameObject); } } }
// Start is called before the first frame update void Start() { gravity = -(2 * jumpHeight) / Mathf.Pow(jumptimeApex, 2); jumpVelocity = -gravity * jumptimeApex; controller = GetComponent <Movement2D>(); healthBar = GetComponent <HealthBar>(); healthBar.RedrawHearts(maxHeartCount); currentJumpCount = nrOfJumps; lastTimeTookDamage = Time.time; startPos = transform.position; currentHeartCount = maxHeartCount; currentLivesCounter = numberOfLives; currentStamina = staminaMax; }
// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Confined; if (!mov2D) { mov2D = GetComponent <Movement2D>(); } if (weapon == null) { weapon = GetComponentInChildren <Weapon>(); } if (!jumpTarget) { jumpTarget = GameObject.Find("JumpTarget").transform; } }
protected override void PhysicsUpdate(float dt) { base.PhysicsUpdate(dt); if (!CanMove || WaspState.FollowingSpline != _state) { return; } _splinePosition += WaspBehaviorData.MoveSpeed * dt; float t = _splinePosition / _splineLength; Vector3 targetPosition = _spline.GetPoint(t); targetPosition.y += _splineYOffset; Movement2D.Teleport(targetPosition); }
protected override void PhysicsUpdate(float dt) { base.PhysicsUpdate(dt); // swarming while the game is paused is kinda cool // so we should allow it bool canMove = CanMove || PartyParrotManager.Instance.IsPaused; if (!canMove || BeeState.Follow != _state) { return; } Vector3 swarmPosition = _targetSwarm.Center.position; Vector3 targetPosition = swarmPosition + _swarmOffsetPosition; Movement2D.MoveTowards(targetPosition, BeeBehaviorData.SwarmSpeed, dt); }
// Update is called once per frame void Update() { position = gameObject.transform.position.x; // X position of this object mvnt = GetComponent <Movement2D>(); elevation = transform.position.y; // gets current y value of player fallCheck(); distance = getDistance(); if (player == 1) { PlayerMovement(player1controls, getDirectionalAnimationlist()); } if (player == 2) { PlayerMovement(player2controls, getDirectionalAnimationlist()); } HealthDisplayUpdater(); EndGameCheck(); }
// Use this for initialization void Start() { control = GetComponent<Movement2D> (); }
protected void Start() { player = gameObject.GetComponent<Player> (); movement2D = gameObject.GetComponent<Movement2D> (); speed = movement2D.maxSpeed; }