Inheritance: UnityEngine.ScriptableObject
Esempio n. 1
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    IEnumerator jump(MovementSettings movmentSettings)
    {
        rb.AddForce(Vector2.up * movmentSettings.jumpHeight, ForceMode2D.Impulse);
        yield return(new WaitForSeconds(movmentSettings.hangTime));

        rb.AddForce(Vector2.down * movmentSettings.fallSpeed, ForceMode2D.Impulse);
    }
 private void SetupTest(float coyoteTime)
 {
     go                = new GameObject();
     timer             = go.AddComponent <CoyoteTimer>();
     settings          = go.AddComponent <MovementSettings>();
     timer.CoyoteTime += () => settings.CoyoteTime;
 }
    /* The Reset () function is called by Unity when you first add a script, and when you choose Reset on the gear popup menu for the script. */
    void Reset()
    {
        /*
         * Set some nice default values for our MovementSettings.
         */// Set some nice default values for our MovementSettings.
        if (positionalMovement == null)
        {
            positionalMovement = new MovementSettings();
        }

        positionalMovement.maxSpeed = 3.0f;
        positionalMovement.drag     = 3.0f;
        positionalMovement.dragWhileBeyondMaxSpeed = 4.0f;
        positionalMovement.positiveAcceleration    = 50.0f;
        positionalMovement.negativeAcceleration    = 0.0f;     // By default, we don't have reverse thrusters.

        //we push in this direction
        positionalMovement.forceNormal.x = 0;
        positionalMovement.forceNormal.y = 1;
        positionalMovement.forceNormal.z = 0;

        inputAxisName = "Vertical";

        this.specialEffects.positiveThrustEffect = null;
        this.specialEffects.negativeThrustEffect = null;
    }
    public Projectile(IView view, MovementSettings moveSettings)
    {
        Movement = new Movable(moveSettings);

        this.view           = view;
        this.view.OnUpdate += OnUpdate;
    }
    /* The Reset () function is called by Unity when you first add a script, and when you choose Reset on the gear popup menu for the script. */
    void Reset()
    {
        // Set some nice default values for our MovementSettings.
        if (rotationalMovement == null)
        {
            rotationalMovement = new MovementSettings();
        }

        rotationalMovement.maxSpeed = 2.0f;
        rotationalMovement.dragWhileBeyondMaxSpeed = 16.0f;
        rotationalMovement.drag = 0.1f;

        rotationalMovement.positiveAcceleration = 50.0f;
        rotationalMovement.negativeAcceleration = 50.0f;

        //we turn around this axis
        rotationalMovement.forceNormal.x = 0;
        rotationalMovement.forceNormal.y = 0;
        rotationalMovement.forceNormal.z = -1;

        this.inputAxisName = "Horizontal";

        this.specialEffects.positiveTurnEffect = null;
        this.specialEffects.negativeTurnEffect = null;
    }
Esempio n. 6
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 void HandleVerticalMovement(MovementSettings movementSettings)
 {
     //jumpy jumpy no fall yet
     if (Input.GetButton("Jump") && states.neutralStates != PlayerStates.NeutralStates.midair)
     {
         StartCoroutine(jump(movementSettings));
     }
 }
Esempio n. 7
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 public DashAbility(Player player, GameObject playerObj, MovementSettings movementSettings, float force, float cooldown, string inputName)
     : base("Dash", cooldown, inputName)
 {
     this.player           = player;
     this.playerObj        = playerObj;
     this.movementSettings = movementSettings;
     Force = force;
 }
 public Ship(IView view, IGun gun, MovementSettings moveSettings)
 {
     Gun                 = gun;
     this.view           = view;
     this.view.OnUpdate += OnUpdate;
     Projectile          = new Projectile(view, moveSettings);
     Projectile.Type     = ProjectileType.PlayerShip;
 }
        private void SetupTest()
        {
            go = new GameObject();

            player   = go.AddComponent <PlayerCharacter>();
            physics  = go.AddComponent <PhysicsComponent>();
            settings = go.AddComponent <MovementSettings>();
        }
Esempio n. 10
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    // instanciate the round settings
    public RoundSettings(MovementID _moveID = MovementID.walk, EnemyID _enemyID = EnemyID.none, CombatID _combatID = CombatID.none, TerrainID _terrainID = TerrainID.open)
    {
        moveID    = _moveID;
        enemyID   = _enemyID;
        combatID  = _combatID;
        terrainID = _terrainID;

        moveInfo = MovementSettings.GetMovement(moveID);
    }
Esempio n. 11
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    public static void InitializeAfterSceneLoad()
    {
        GameObject settingsGO = GameObject.Find("Settings");

        PrefabHub          = settingsGO.GetComponent <PrephabHub>();
        MoveSettings       = settingsGO.GetComponent <MovementSettings>();
        DestroySettings    = settingsGO.GetComponent <DestroySettings>();
        CameraMoveSettings = settingsGO.GetComponent <CameraMovementSettings>();

        DisableSystems();
    }
Esempio n. 12
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        public DefaultMovementEngine(IObjectManager objectManager, MovementSettings settings = null)
        {
            ObjectManager = objectManager;

            if (settings == null)
            {
                settings = new MovementSettings();
            }

            Settings = settings;

            Reset();
        }
Esempio n. 13
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        public SmartMovementEngine(WowInterface wowInterface, MovementSettings movementSettings)
        {
            WowInterface     = wowInterface;
            MovementSettings = movementSettings;

            Rnd         = new Random();
            CurrentPath = new Queue <Vector3>();

            State    = MovementEngineState.None;
            TryCount = 0;

            PlayerVehicle = new BasicVehicle(wowInterface, movementSettings.MaxSteering, movementSettings.MaxVelocity, movementSettings.MaxAcceleration);
        }
Esempio n. 14
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        public SmartMovementEngine(GetPositionFunction getPositionFunction, GetRotationFunction getRotationFunction, MoveToPositionFunction moveToPositionFunction, GeneratePathFunction generatePathFunction, JumpFunction jumpFunction, ObjectManager objectManager, MovementSettings movementSettings)
        {
            State            = MovementEngineState.None;
            GetPosition      = getPositionFunction;
            GetRotation      = getRotationFunction;
            MoveToPosition   = moveToPositionFunction;
            GeneratePath     = generatePathFunction;
            MovementSettings = movementSettings;
            ObjectManager    = objectManager;
            Jump             = jumpFunction;

            PlayerVehicle = new BasicVehicle(getPositionFunction, getRotationFunction, moveToPositionFunction, jumpFunction, objectManager, movementSettings.MaxSteering, movementSettings.MaxVelocity, movementSettings.MaxAcceleration);
        }
    public Movable(MovementSettings settings)
    {
        this.settings = settings;

        var bottomLeft = Camera.main.ScreenToWorldPoint(Vector3.zero);
        var topRight   = Camera.main.ScreenToWorldPoint(new Vector3(
                                                            Camera.main.pixelWidth, Camera.main.pixelHeight));

        screenspace = new Rect(
            bottomLeft.x,
            bottomLeft.y,
            topRight.x - bottomLeft.x,
            topRight.y - bottomLeft.y);
    }
Esempio n. 16
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        protected override void SetupTest()
        {
            base.SetupTest();

            player = Substitute.For <IPlayer>();

            physics = go.AddComponent <PhysicsComponent>();
            physics.Awake();

            settings = go.AddComponent <MovementSettings>();

            player.MovementSettings = settings;

            state.Inject(player, physics, settings);
        }
    public void UnSubscribe()
    {
        if (isLocalPlayer)
        {
            PlayerObject playerObj = null;
            playerObj = GetComponent <PlayerObject>();

            if (playerObj != null)
            {
                playerObj.UnRegisterHandler(ReceiveBroadcast);
                inputSettings    = null;
                animatorSettings = null;
                movementSettings = null;
            }
        }
    }
Esempio n. 18
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    private void Awake()
    {
        Assert.IsNotNull(prefabs, "No prefab game object given!");
        movementSettings = new MovementSettings()
                           .SetMaxSpeed(maxSpeed)
                           .SetAcceleration(acceleration);
        bindings = new InputBindings()
                   .SetHorizontal(horizontalBinding)
                   .SetVertical(verticalBinding)
                   .SetHook(hookBinding)
                   .SetDash(dashBinding);
        strafeScheme = new StrafeMovement(Player, movementSettings, bindings);
        rotateScheme = new RotationalMovement(movementSettings, bindings);

        spawnPosition    = transform.position;
        spawnRotation    = transform.rotation;
        initialMaterials = transform.Find("NeoPlayer").GetComponent <MeshRenderer>().materials;
        respawnMaterials = new Material[initialMaterials.Length];
    }
Esempio n. 19
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        public AmeisenBot(string botDataPath, string accountName, AmeisenBotConfig config)
        {
            SetupLogging(botDataPath, accountName);
            AmeisenLogger.Instance.Log("AmeisenBot starting...", LogLevel.Master);

            string version = System.Reflection.Assembly.GetExecutingAssembly().GetName().Version.ToString();

            AmeisenLogger.Instance.Log($"version: {version}", LogLevel.Master);

            Config = config;

            AccountName = accountName;
            AmeisenLogger.Instance.Log($"AccountName: {botDataPath}", LogLevel.Master);

            BotDataPath = botDataPath;
            AmeisenLogger.Instance.Log($"BotDataPath: {botDataPath}", LogLevel.Verbose);

            CurrentExecutionMs    = 0;
            CurrentExecutionCount = 0;
            stateMachineTimerBusy = 0;

            StateMachineTimer          = new Timer(config.StateMachineTickMs);
            StateMachineTimer.Elapsed += StateMachineTimerTick;

            OffsetList = new OffsetList335a();
            AmeisenLogger.Instance.Log($"Using OffsetList: {OffsetList.GetType().ToString()}", LogLevel.Master);

            XMemory            = new XMemory();
            BotCache           = new InMemoryBotCache(Path.Combine(BotDataPath, accountName, "cache.bin"));
            ObjectManager      = new ObjectManager(XMemory, OffsetList, BotCache);
            HookManager        = new HookManager(XMemory, OffsetList, ObjectManager, BotCache);
            CharacterManager   = new CharacterManager(XMemory, config, OffsetList, ObjectManager, HookManager);
            EventHookManager   = new EventHookManager(HookManager);
            PathfindingHandler = new NavmeshServerClient(Config.NavmeshServerIp, Config.NameshServerPort);
            MovementSettings   = new MovementSettings();
            MovemenEngine      = new SmartMovementEngine(
                () => ObjectManager.Player.Position,
                () => ObjectManager.Player.Rotation,
                CharacterManager.MoveToPosition,
                (Vector3 start, Vector3 end) => PathfindingHandler.GetPath(ObjectManager.MapId, start, end),
                CharacterManager.Jump,
                ObjectManager,
                MovementSettings);

            if (!Directory.Exists(BotDataPath))
            {
                Directory.CreateDirectory(BotDataPath);
                AmeisenLogger.Instance.Log($"Creating folder {botDataPath}", LogLevel.Verbose);
            }

            if (config.UseBuiltInCombatClass)
            {
                LoadDefaultCombatClass();
            }
            else
            {
                LoadCustomCombatClass();
            }

            if (CombatClass?.ItemComparator != null)
            {
                CharacterManager.ItemComparator = CombatClass.ItemComparator;
            }

            StateMachine = new AmeisenBotStateMachine(BotDataPath, WowProcess, Config, XMemory, OffsetList, ObjectManager, CharacterManager, HookManager, EventHookManager, BotCache, PathfindingHandler, MovemenEngine, CombatClass);
            StateMachine.OnStateMachineStateChanged += HandlePositionLoad;
        }
Esempio n. 20
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 private void Awake()
 {
     mouseLook        = new MouseLook();
     movementSettings = new MovementSettings();
 }
Esempio n. 21
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    private void Start()
    {
        mvSettings = GameManager.MVSettings;

        jumpKey = player.KeysSettings.jumpKey;
    }
Esempio n. 22
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 public Movement2D(MovementSettings settings) => _settings = settings ?? throw new ArgumentNullException(nameof(settings));
Esempio n. 23
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    private const float TURN_SPEED = 90; // Degrees per second

    public RotationalMovement(MovementSettings settings, InputBindings bindings) : base(settings, bindings)
    {
    }
Esempio n. 24
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    public float moved = 0f; // How far we moved

    public MovementAction(MovementSettings s, Transform t)
    {
        settings  = s;
        transform = t;
    }
Esempio n. 25
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 public MovementScheme(MovementSettings settings, InputBindings bindings)
 {
     this.settings = settings;
     this.bindings = bindings;
 }
Esempio n. 26
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 public StrafeMovement(Player player, MovementSettings settings, InputBindings bindings) : base(settings, bindings)
 {
     this.player        = player;
     allowedForMovement = new EnumBitField <Player.States>(Player.States.Hooking);
 }