// Start is called before the first frame update void Start() { status = FindObjectOfType <PlayerStatuses>(); //testSpeed = GetComponent<Rigidbody2D>().velocity.x; testSpeed = 0; Debug.Log("Debug works"); }
public async Task <PlayerStatuses> Update(PlayerStatuses playerStatus) { _teamContext.Entry(playerStatus).State = EntityState.Modified; await _teamContext.SaveChangesAsync(); return(playerStatus); }
// Start is called before the first frame update void Start() { status = FindObjectOfType <PlayerStatuses>(); //box = GetComponent<BoxCollider2D>(); //box.enabled = false; gameObject.GetComponent <BoxCollider2D>().enabled = false; }
protected void UnpackHeader() { TimeStamp = ReadFloat(); //4 PlayerID = ReadByte(); // 5 Order = ReadInt32(); // 9 Status = (PlayerStatuses)ReadInt16(); // 11 }
public async Task <PlayerStatuses> Add(PlayerStatuses playerStatus) { await _teamContext.PlayerStatuses.AddAsync(playerStatus); await _teamContext.SaveChangesAsync(); return(playerStatus); }
// Start is called before the first frame update void Start() { dropSpeed = -30f; pounding = false; status = FindObjectOfType <PlayerStatuses>(); anim = GetComponent <Animator>(); anim.SetBool("Pounding", false); }
// Start is called before the first frame update void Start() { charging = false; firing = false; ready = true; status = FindObjectOfType <PlayerStatuses>(); knockbackVertical = 40f; knockbackHorizontal = 40f; }
// Start is called before the first frame update void Start() { dropSpeed = -30f; maxHangTime = 0.3f; currentHangtime = 0f; pounding = false; hangtime = false; status = FindObjectOfType <PlayerStatuses>(); anim = GetComponent <Animator>(); anim.SetBool("Pounding", false); }
public async Task <IActionResult> PostPlayerStatus([FromBody] PlayerStatuses playerStatus) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } await _playerStatusRepository.Add(playerStatus); return(Content("created_id")); }
// Start is called before the first frame update void Start() { tossed = false; tossing = false; canToss = true; stationary = false; tossVelocity = 40; tossDistance = 7; tossTimer = 0; tossCooldown = 1; rb = GetComponent <Rigidbody2D>(); status = FindObjectOfType <PlayerStatuses>(); }
public async Task <IActionResult> PutPlayerStatus([FromBody] PlayerStatuses playerStatus) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } try { await _playerStatusRepository.Update(playerStatus); } catch (DbUpdateConcurrencyException) { return(StatusCode(500, "Something wrong")); } return(Ok("Success")); }
// Start is called before the first frame update void Start() { status = FindObjectOfType <PlayerStatuses>(); if (status.getShootDown()) { Debug.Log("Inside if statement"); GetComponent <Rigidbody2D>().velocity = transform.right * -laserSpeed; } else if (transform.localScale.x > 0) { GetComponent <Rigidbody2D>().velocity = transform.right * laserSpeed; } else if (transform.localScale.x < 0) { GetComponent <Rigidbody2D>().velocity = transform.right * -laserSpeed; } status.setShootDown(false); }
// Start is called before the first frame update void Start() { status = FindObjectOfType <PlayerStatuses>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); status = FindObjectOfType <PlayerStatuses>(); }
void Start() { status = getObjectOfType <PlayerStatuses>(Target_Entity); targetCollider = getObjectOfType <Collider2D>(Target_Entity); objectCollider = getObjectOfType <Collider2D>(gameObject); }