void OnDrawGizmos() { if (platformerConfig != null) { PlatformerCharacter.OnDrawGizmos(platformerConfig, transform); } }
void Update() { if (this.platformerConfig != null) { PlatformerCharacterInput.Update(platformerInputState, platformerState); PlatformerCharacter.Update(transform, platformerState, platformerConfig); } }
void Update() { if (networkSend != null) { PlatformerCharacterInput.Update(platformerInputState, platformerState); PlatformerCharacter.Update(transform, platformerState, platformerConfig); } }
private void OnTriggerExit2D(Collider2D collision) { PlatformerCharacter pc = collision.gameObject.GetComponent <PlatformerCharacter>(); if (pc) { SetRoomStatus(false); } }
void Update() { if (this.platformerConfig != null) { PlatformerCharacterInput.Update(platformerInputState, platformerState); PlatformerCharacter.Update(transform, platformerState, platformerConfig); if (serverPosition.x > invalid.x) { transform.position = Vector3.Lerp(transform.position, serverPosition, Time.deltaTime * interpolation); } } }
private void OnTriggerEnter2D(Collider2D collision) { //Debug.Log("Trigger Entered"); PlatformerCharacter pc = collision.gameObject.GetComponent <PlatformerCharacter>(); if (pc) { //Debug.Log("Setting new room for camera."); _camFollow.SetRoom(this); SetRoomStatus(true); } }
private void OnTriggerEnter2D(Collider2D other) { PlatformerCharacter character = other.gameObject.GetComponent <PlatformerCharacter>(); if (character && !triggered) { triggered = true; character.currentCheckpointPosition = this.transform.position; if (rend) { rend.color = Color.blue; } } }
void Update() { if (networkSend != null) { PlayerInputClient.Update(inputConfig, playerInputState); PlatformerCharacterInput.Update(platformerInputState, platformerState); PlatformerCharacter.Update(transform, platformerState, platformerConfig); if (!playerInputState.platformerState.Equals(playerInputState.oldState)) { inputMessage.position.FromVector(transform.position); networkSend(OpCode.PLAYER_INPUT, inputMessage); playerInputState.platformerState.CopyTo(playerInputState.oldState); } } }
private void Awake() { if (main == null) { main = this; } else { Debug.LogError("More than one platformer character exists in scene. PlatformerCharacter.main will access only one instance."); } moveScript = this.GetComponent <PlatformerCharacterMovement>(); controllerScript = this.GetComponent <CharacterController2D>(); currentCheckpointPosition = transform.position; }
private void OnTriggerEnter2D(Collider2D other) { PlatformerCharacter character = other.gameObject.GetComponent <PlatformerCharacter>(); if (debugMessages && !character) { Debug.Log(other.gameObject.name + " entered damageVolume (" + this.gameObject.name + ")"); } if (character) { if (killInstantly) { character.Die(); } else { character.Damage(damageDealtOnEnter); } } }
private void OnTriggerEnter2D(Collider2D collision) { PlatformerCharacter ph = collision.gameObject.GetComponent <PlatformerCharacter>(); if (ph != null) { // Remove Player Control ph.enabled = false; // Play Win Sound AudioManager.Stop("Theme"); AudioManager.Play("Win"); // Open win Screen if (_WinScreen) { StartCoroutine(Enlighten()); } else { _gameWon = true; } } }
void Awake() { m_CeilingCheck = transform.Find("CeilingCheck"); m_Character = GetComponent <PlatformerCharacter> (); }
void Awake() { m_Character = GetComponent <PlatformerCharacter> (); weaponSpawn = transform.Find("Weapon"); }
public void OnGUI() { PlatformerCharacter.OnGUI(platformerState); }
// Start is called before the first frame update void Start() { _ps = GetComponent <PlayerShooting>(); _pc = GetComponent <PlatformerCharacter> (); _ph = GetComponent <PlayerHealth>(); }
void Start() { _pc = GetComponent <PlatformerCharacter>(); }