Esempio n. 1
0
    private void Start()
    {
        for (int i = 0; i < BrushGOs.Length; i++)
        {
            OnTriggerEnterDispatcher lOnTrigger = BrushGOs[i].AddComponent <OnTriggerEnterDispatcher>();
            lOnTrigger.OnEnter += OnTriggerEnterEvent;
        }

        m_JumpVelocity = Vector3.zero;

        string lTarget;

        if (GetValue("target", out lTarget))
        {
            UEntity lEnt = UEntityManager.Instance.ReturnFirstTargetname(lTarget);

            if (lEnt != null)
            {
                Vector3 lDelta = lEnt.transform.position - transform.position;

                float lGravity = Mathf.Abs(Physics.gravity.y);

                m_JumpVelocity.y = Mathf.Sqrt(2f * lGravity * Mathf.Abs(lDelta.y));

                Vector3 lNorm = lDelta;

                lNorm.y = 0f;

                float lDistance = lNorm.magnitude;

                float lTime = m_JumpVelocity.y / lGravity;

                float lHorezSpeed = lTime > 0f ? lDistance / lTime : 0f;

                lNorm.Normalize();

                m_JumpVelocity += lNorm * lHorezSpeed;
            }
        }
    }
Esempio n. 2
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 protected override void InputSystemMenuOnTriggerEnterHandler(OnTriggerEnterDispatcher data, Menu collider, WandRight source)
 {
     base.InputSystemMenuOnTriggerEnterHandler(data, collider, source);
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
     Debug.Log("Restart");
 }
Esempio n. 3
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 protected override void PlayerSystemFeetOnTriggerEnterHandler(OnTriggerEnterDispatcher data, Feet source)
 {
     base.PlayerSystemFeetOnTriggerEnterHandler(data, source);
     Debug.Log("grounded");
     jumpCount = 0;
 }
Esempio n. 4
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 protected override void InputSystemOnTriggerEnterHandler(OnTriggerEnterDispatcher data, Grabable collider, WandLeft source)
 {
     base.InputSystemOnTriggerEnterHandler(data, collider, source);
     Debug.Log("Enter");
     Debug.Log(collider + "" + source);
 }
Esempio n. 5
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 protected override void PlayerSystemOnTriggerEnterHandler(OnTriggerEnterDispatcher data, Checkpoint collider, Player source)
 {
     base.PlayerSystemOnTriggerEnterHandler(data, collider, source);
     lastCheckPoint = collider.transform.position;
     collider.gameObject.GetComponent <MeshRenderer>().enabled = false;
 }