private void Start() { mySH = GameObject.FindGameObjectWithTag("StatHandler").GetComponent <StatHandler>(); myMS = GameObject.FindGameObjectWithTag("Player").GetComponent <MovementStats>(); myDisplayChoice = Random.Range(0, 5); myDisplay.color = new Color(myDisplay.color.r, myDisplay.color.g, myDisplay.color.b, 0f); }
public virtual void SetExecutingMovementHandler(MovementStats movement_Handler) { if (movement_Handler != null) { _movementStats = movement_Handler; } }
public ArmorMovementModifier(ComponentContainer components) : base(StatNames.ArmorMovementPenalty, "Armor Training") { this.inventory = components.Get <Inventory>(); this.training = components.Get <ArmorTraining>(); this.movementStats = components.Get <MovementStats>(); this.Calculation = CounterArmorMovePenalty; }
public void CalculatesSquaresBasedOnMovementValue() { var move = new MovementStats(30); Assert.AreEqual(6, move.BaseSquares); move = new MovementStats(20); Assert.AreEqual(4, move.BaseSquares); }
private void Start() { mySR = GetComponent <SpriteRenderer>(); myPlayer = GameObject.FindGameObjectWithTag("Player"); playerRB = myPlayer.GetComponent <Rigidbody2D>(); myMS = myPlayer.GetComponent <MovementStats>(); myAnim = GetComponent <Animator>(); myRB = GetComponent <Rigidbody2D>(); myMaxMoveSpeed = myMS.myMoveSpeed; }
void GrabStats() { //player = GameObject.FindGameObjectWithTag("Player"); myMS = player.GetComponent <MovementStats>(); myRB = player.GetComponent <Rigidbody2D>(); myPM = myMS.myPhysMaterial; friction = myPM.friction; myMoveSpeed = myMS.myMoveSpeed; playerCol = player.GetComponent <Collider2D>(); canGoLeft = myMS.canGoLeft; canGoRight = myMS.canGoRight; }
public void Start() { if (!IsLocalPlayer()) { return; } level_numKeysRequired = 2; Transform gameCharacters = GameObject.Find("GameCharacters").transform; transform.SetParent(gameCharacters); gameGrid = GameObject.Find("Grid").GetComponent <GameGrid>(); tileRefManager = gameGrid.GetComponent <TileRefManager>(); dpad = GameObject.Find("JoystickBackground").GetComponent <VirtualJoystick>(); if (exitRequirements == null) { exitRequirements = GameObject.Find("LevelExitRequirements"); } exitRequirements.SetActive(false); if (levelCleared == null) { levelCleared = GameObject.Find("LevelCleared"); } levelCleared.SetActive(false); pawn_sprite = this.gameObject; pawn = pawn_sprite.AddComponent <DefaultCharacter>(); // Set the player at the starting cell //Vector2 startingPos = gameGrid.GetCellToWorld(new Vector3Int(-3, 0, 0)); originalTile = new Tile(); moveStat = new MovementStats(5f); body = pawn_sprite.GetComponent <Rigidbody2D>(); body.gravityScale = 0.0f; e_playstate = PlayState.E_NONCOMBAT; isOver = false; p_animator = pawn_sprite.transform.GetChild(1).GetChild(0).GetComponent <Animator>(); prevCellPos = gameGrid.GetWorldFlToCellPos(pawn_sprite.transform.position); inventory = GetComponent <Inventory>(); bombText2d = GameObject.FindGameObjectWithTag("2DCanvas").transform.GetChild(4).GetChild(0).GetChild(0).gameObject; rangeText2d = GameObject.FindGameObjectWithTag("2DCanvas").transform.GetChild(5).GetChild(0).GetChild(0).gameObject; //tileRefManager.SetTile(TileRefManager.TILEMAP_TYPE.TILEMAP_PLAYER, prevCellPos, TileRefManager.instance.GetTileRef(TileRefManager.TILE_TYPE.TILE_WARNING)); MyNetwork.instance.b_foundLocalPlayer = false; MyNetwork.instance.localPlayer = null; }
// Use this for initialization void Start() { if (FloatStats == null) { InitFloatStats(); } StatMutators = new Dictionary <ActorStatsDeclaration, StatMutatorBus>(); FloatStatsForThisUpdate = new ActorStatsToFloatDictionary(); //new Dictionary<ActorStatsDeclaration, float>(); Movement = new MovementStats(StatMutators, FloatStatsForThisUpdate); Health = new HealthStats(StatMutators, FloatStatsForThisUpdate); Combat = new CombatStats(FloatStats, StatMutators, FloatStatsForThisUpdate); Experience = new ExperienceStats(StatMutators, FloatStatsForThisUpdate); }
private void Start() { maxTexts = Mathf.RoundToInt(intensity * 10); originalIntensity = intensity; if (inGame) { myMS = GameObject.FindGameObjectWithTag("Player").GetComponent <MovementStats>(); mySH = GameObject.FindGameObjectWithTag("StatHandler").GetComponent <StatHandler>(); maxTime = myMS.maxTime; } else { maxTime = 10f; } timeLeft = 0; }
public MovementStatsTests() { var bag30 = new ComponentContainer(); inventory = new Inventory(); bag30.Add(inventory); move30 = new MovementStats(); bag30.Add(move30); move30.SetBaseSpeed(30); var bag20 = new ComponentContainer(); bag20.Add(inventory); move20 = new MovementStats(); bag20.Add(move20); move20.SetBaseSpeed(20); }
void GrabStats() { //player = GameObject.FindGameObjectWithTag("Player"); myMS = player.GetComponent <MovementStats>(); myJE = myMS.myJE; whatIsGround = myMS.whatIsGround; jumpForce = myMS.jumpForce; jumpTime = myMS.jumpTime; myMoveSpeed = myMS.myMoveSpeed; myPM = myMS.myPhysMaterial; origFriction = myPM.friction; playerCol = player.GetComponent <Collider2D>(); canJump = myMS.canJump; gCheck = groundChecker.GetComponent <CapsuleCollider2D>(); //sets the jumpCounter to whatever we set our jumptime to in the editor jumpTimeCounter = jumpTime; myRB = player.GetComponent <Rigidbody2D>(); myPM = myMS.myPhysMaterial; }
public virtual void InitializeState(Animator anim, Abstract_Input_Handler input_Handler, Movement_Handler fsm, MovementStats movement_Handler, Rigidbody rigidbody) { SetInputHandler(input_Handler); SetExecutingAnim(anim); SetExecutingFSM(fsm); SetExecutingMovementHandler(movement_Handler); SetExecutingRigidbody(rigidbody); }
protected override void OnUpdate() { Entities.WithNone <SpawnEntityState>().ForEach((Entity entity, ref SpawnFleet spawnFleet, ref WeaponStats weaponStats) => { SharedFleetGrouping sharedFleetGrouping; if (!m_SharedFleetGroupingMap.TryGetValue(spawnFleet.FleetID, out sharedFleetGrouping)) { sharedFleetGrouping = new SharedFleetGrouping() { ID = spawnFleet.FleetID }; m_SharedFleetGroupingMap.Add(spawnFleet.FleetID, sharedFleetGrouping); } var ship = new Ship() { ID = spawnFleet.ShipID, FleetID = spawnFleet.FleetID }; var deploy = new InitialDeploy() { FleetID = spawnFleet.FleetID }; var translation = new Translation() { Value = new float3(100, 0, 100) }; var rotation = new Rotation() { Value = quaternion.identity }; var moveSpeed = default(Velocity); var rotateSpeed = default(AngularVelocity); var localToWorld = new LocalToWorld(); var findTarget = new FindTarget() { FoundEntity = Entity.Null }; var movementStats = new MovementStats() { TopSpeed = spawnFleet.TopSpeed, Acceleration = spawnFleet.Acceleration, Deceleration = spawnFleet.Deceleration, RotationSpeed = spawnFleet.RotationSpeed, ThrustTolerance = spawnFleet.ThrustTolerance, MaxSpeedToTurn = spawnFleet.MaxSpeedToTurn, DoesSwarm = spawnFleet.DoesSwarm }; var newWeaponStats = weaponStats; // This might not be needed, can maybe add component directly if added by value. //var swarmCombatMovement = default(SwarmMovement); //var rangedCombatMovement = new RangedMovement() //{ // // Grab stats from weapon data and square them for later calculations. // MinRangeSq = weaponStats.MinRange * weaponStats.MinRange, // MaxRangeSq = weaponStats.MaxRange * weaponStats.MaxRange, // OptimalRangeSq = weaponStats.OptimalRange * weaponStats.OptimalRange //}; if (spawnFleet.ShipCount > 0) { var shipEntities = new NativeArray <Entity>(spawnFleet.ShipCount * spawnFleet.SquadSize, Allocator.Temp); var ent = EntityManager.CreateEntity(); { // do this once only. EntityManager.AddComponent <Ship>(ent); EntityManager.AddComponent <MovementStats>(ent); EntityManager.AddComponent <LocalToWorld>(ent); EntityManager.AddComponent <Translation>(ent); EntityManager.AddComponent <Rotation>(ent); EntityManager.AddComponent <Velocity>(ent); EntityManager.AddComponent <AngularVelocity>(ent); EntityManager.AddComponent <FindTarget>(ent); EntityManager.AddComponent <InitialDeploy>(ent); EntityManager.AddComponent <WeaponStats>(ent); EntityManager.AddSharedComponentData(ent, sharedFleetGrouping); EntityManager.SetComponentData(ent, ship); EntityManager.SetComponentData(ent, movementStats); EntityManager.SetComponentData(ent, localToWorld); EntityManager.SetComponentData(ent, translation); EntityManager.SetComponentData(ent, rotation); EntityManager.SetComponentData(ent, moveSpeed); EntityManager.SetComponentData(ent, rotateSpeed); EntityManager.SetComponentData(ent, deploy); EntityManager.SetComponentData(ent, findTarget); EntityManager.SetComponentData(ent, weaponStats); } // apply the above to all spawned entities. EntityManager.Instantiate(ent, shipEntities); EntityManager.DestroyEntity(ent); var index = 0; for (var i = 0; i < spawnFleet.ShipCount; i++) { SharedSquadGrouping sharedSquadGrouping = new SharedSquadGrouping(); if (spawnFleet.SquadSize > 1) { sharedSquadGrouping.ID = GetHashCode(); } for (var j = 0; j < spawnFleet.SquadSize; j++) { ship.InstanceID = index; //if (spawnFleet.DoesSwarm) //{ // PostUpdateCommands.AddComponent(shipEntities[index], swarmCombatMovement); //} //else //{ // PostUpdateCommands.AddComponent(shipEntities[index], rangedCombatMovement); //} if (spawnFleet.SquadSize > 1) { PostUpdateCommands.AddSharedComponent(shipEntities[index], sharedSquadGrouping); } index++; } } shipEntities.Dispose(); } PostUpdateCommands.AddComponent(entity, default(SpawnEntityState)); PostUpdateCommands.DestroyEntity(entity); }); }