public override void Behave(ref Dictionary<string, object> parameters) { if (this.targetVariable != null) { this.target = (GameObject) parameters[this.targetVariable]; } if (this.targetRigidBody == null) { this.targetRigidBody = this.target.GetComponent<Rigidbody2D>(); } Vector2 realDistance = new Vector2(this.distance, this.distance); Vector2 direction = this.targetRigidBody.velocity.normalized; RaycastHit2D hit = Physics2D.Raycast(new Vector2(this.target.transform.position.x, this.target.transform.position.y + 0.5f), direction, this.distance, this.obstacleLayer); if (hit.collider != null) { realDistance = (Vector2)hit.point - (Vector2)this.target.transform.position; } Vector2 destinationPoint = new Vector2(this.target.transform.position.x, this.target.transform.position.y) + new Vector2(direction.x * Mathf.Abs(realDistance.x), direction.y * Mathf.Abs(realDistance.y)); float xSize = renderer.bounds.size.x / 2f; float ySize = renderer.bounds.size.y / 2f; if (direction.x < 0) { destinationPoint.x += xSize; } else if (direction.x > 0) { destinationPoint.x -= xSize; } if (direction.y < 0) { destinationPoint.y += ySize; } else if (direction.y > 0) { destinationPoint.y -= ySize; } this.gameObject.transform.position = destinationPoint; }
public KeepInsideBoundsBehaviour(GameObject gameObject, string minPositionVariable, string maxPositionVariable) : base(gameObject) { this.rigidBody = this.gameObject.GetComponent<Rigidbody2D>(); this.renderer = this.gameObject.GetComponent<Renderer>(); this.minPositionVariable = minPositionVariable; this.maxPositionVariable = maxPositionVariable; }
public override void Behave(ref Dictionary<string, object> parameters) { float speed = (float) parameters[this.speedVariable]; float force = (float) parameters[this.forceVariable]; float speedMultiplier = (float) parameters[this.speedMultiplierVariable]; if (this.targetVariable != null) { this.target = (GameObject) parameters[this.targetVariable]; } if (this.targetRigidBody == null) { this.targetRigidBody = this.target.GetComponent<Rigidbody2D>(); } if (this.moveX) { if (!this.reachX) { float xSize = renderer.bounds.size.x / 2f; float xInput = 0f; if (this.target.transform.position.x > this.gameObject.transform.position.x + xSize) { xInput = 1f; } else if (this.target.transform.position.x < this.gameObject.transform.position.x - xSize) { xInput = -1f; } else { this.reachX = true; } this.MoveX(parameters, xInput, speed, force, speedMultiplier); } else { Vector3 velocity = this.rigidBody.velocity; velocity.x = targetRigidBody.velocity.x; this.rigidBody.velocity = velocity; } } if (this.moveY) { if (!this.reachY) { float ySize = renderer.bounds.size.y / 2f; float yInput = 0f; if (this.target.transform.position.y > this.gameObject.transform.position.y + ySize) { yInput = 1f; } else if (this.target.transform.position.y < this.gameObject.transform.position.y - ySize) { yInput = -1f; } else { this.reachY = true; } this.MoveY(parameters, yInput, speed, force, speedMultiplier); } else { Vector3 velocity = this.rigidBody.velocity; velocity.y = targetRigidBody.velocity.y; this.rigidBody.velocity = velocity; } } }
public MoveBehaviour(GameObject gameObject) : base(gameObject) { this.rigidBody = this.gameObject.GetComponent<Rigidbody2D>(); }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); rigidBody = GetComponent<Rigidbody2D>(); }
private void Awake() { //onBallLaunch = new VectorTwoEvent(); _rigidBody = GetComponent <Rigidbody2D>(); _rigidBody.bodyType = RigidbodyType2D.Kinematic; }
/// <summary> /// Used as the Start() method from a MonoBehaviour /// Use this for initialization /// </summary> protected override void start() { rigidBody = GetComponent<Rigidbody2D>(); }
private Rigidbody2D rb2d; // creates a variable to our rigidbody. void Start() { Player.GetComponent <InvertedCharacterController>().enabled = false; // calls upon the script we want that is attached to what gameobject we want. otherplayer.GetComponent <NormalCharacterController>(); rb2d = GetComponent <Rigidbody2D>(); // calls upon our rigidbody from the editor. }
// Start is called before the first frame update private void Awake() { rb = GetComponent <Rigidbody2D>(); direction = transform.right; Destroy(gameObject, 4f); }
public ApplyForceBehaviour(GameObject gameObject) : base(gameObject) { this.rigidBody = this.gameObject.GetComponent<Rigidbody2D>(); this.direction = Vector2.zero; }
void Start() { EnemyRB = GetComponent <Rigidbody2D>(); }
private void Start() { rigidBody = gameObject.GetComponent <Rigidbody2D>(); initialPosition = gameObject.transform.position; }
void Start() { rb = GetComponent <Rigidbody2D>(); animator = gameObject.GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { rigid = GetComponent <Rigidbody2D>(); }
float distToTarget(Rigidbody2D target) { return((body.position - target.position).magnitude); }
private AudioSource playerAudio; // 사용할 오디오 소스 컴포넌트 private void Start() { // 게임 오브젝트로부터 사용할 컴포넌트들을 가져와 변수에 할당 playerRigidbody = GetComponent<Rigidbody2D>(); animator = GetComponent<Animator>(); playerAudio = GetComponent<AudioSource>(); }
void Start() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <Collider2D>(); }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); }
// Start is called before the first frame update void Start() { rb = gameObject.GetComponent <Rigidbody2D>(); animator.SetInteger("walkX", 0); animator.SetInteger("walkY", 0); }
// Use this for initialization void Start() { player = GetComponentInParent <playerController>(); rgbd = GetComponentInParent <Rigidbody2D>(); }
private void Awake() { this.m_RigidBody3D = this.GetComponent<Rigidbody>(); this.m_RigidBody2D = this.GetComponent<Rigidbody2D>(); this.m_CharacterController = this.GetComponent<CharacterController>(); this.m_PrevPosition = this.transform.position; this.m_PrevRotation = this.transform.rotation; this.m_PrevVelocity = 0.0f; if (!this.localPlayerAuthority) return; this.m_LocalTransformWriter = new NetworkWriter(); }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); }
void shipCheckAndStart() { rb = gameObject.GetComponent <Rigidbody2D>(); if (rb == null) { gameObject.AddComponent <Rigidbody2D>(); rb = GetComponent <Rigidbody2D>(); } if (_manager == null) { _manager = GameObject.FindGameObjectWithTag("manager"); } if (canvas == null) { canvas = GameObject.FindGameObjectWithTag("canvas"); } if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } rb.gravityScale = 0f; sc = _manager.GetComponent <scoreManager>(); shootTimer = 0.0f; lifetime = Screen.height / 10; height = -(500); shipName = gameObject.name; switch (shipName) { case "goldShip": case "goldShip(Clone)": health = 3; speed = Screen.height / 13.7f; score = 200.0f; break; case "fushiaShip(Clone)": case "fushiaShip": health = 4; speed = Screen.height / 14.0f; score = 400.0f; if (cannon == null) { cannon = gameObject.transform.GetChild(0).gameObject; } if (rayEnd == null) { rayEnd = gameObject.transform.GetChild(1).gameObject.transform; } rayStart = cannon.transform; break; case "redShip": case "redShip(Clone)": health = 3; speed = Screen.height / 14.3f; score = 600.0f; ranBool = Random.Range(0, 2); if (ranBool == 1) { leftTurn = true; rightTurn = false; } else { leftTurn = false; rightTurn = true; } break; } }
private void OnEnable() { rb2d = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); //check if there is a rigidbody2d component attached to it, if so, then rb2d = that rigidbody2d object anim = GetComponent <Animator>(); //check if there is a animator... }
// Use this for initialization void Start() { transform.position = new Vector3(4, -3, 0); character = GameObject.Find("Character"); thisBody = GetComponent <Rigidbody2D>(); }
private void Awake() { _rigidbody2D = GetComponent <Rigidbody2D>(); _collider2D = GetComponent <Collider2D>(); _spriteRenderer = _playerT.GetComponent <SpriteRenderer>(); }
private void Awake() { body2D = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { rbody = GetComponent <Rigidbody2D>(); jumppp = false; GameManager.Instance.MyCharacter = this; }
private void Start() { rb = GetComponent <Rigidbody2D>(); I = rb.transform.position; }
// Use this for initialization void Start() { rigidBody = GetComponent<Rigidbody2D>(); }
// Use this for setting the portal up. public void getReady() { rb = player.GetComponent <Rigidbody2D>(); }
public UpdateVelocityBehaviour(GameObject gameObject, Vector2 multiplier) : base(gameObject) { this.rigidBody = this.gameObject.GetComponent<Rigidbody2D>(); this.multiplier = multiplier; }
// Use this for initialization void Start() { curKillTimer = maxKillTimer; myRigidbody = GetComponent <Rigidbody2D>(); myRigidbody.AddForce(new Vector2(throwPowerX, throwPowerY), ForceMode2D.Impulse); }
public override void Reset() { this.targetRigidBody = null; }
// Start is called before the first frame update void Awake() { rigidbodyRef = GetComponent <Rigidbody2D>(); Destroy(this.gameObject, 30); }
public override void Reset() { this.targetRigidBody = null; this.reachX = false; this.reachY = false; }
// Start is called before the first frame update void Start() { playableSprite = GetComponent <SpriteRenderer>(); playableObject = GetComponent <Rigidbody2D>(); }
void CheckKey() { float speed = _mPlayerRobot.MoveSpeed; Vector2 direction = Vector2.zero; Rigidbody2D r2d = GetComponent <Rigidbody2D>(); if (Input.GetKey(KeyCode.W)) { direction += new Vector2(0, speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.S)) { direction += new Vector2(0, -speed * Time.deltaTime); } if (Input.GetKey(KeyCode.A)) { direction += new Vector2(-speed * Time.deltaTime, 0); } else if (Input.GetKey(KeyCode.D)) { direction += new Vector2(speed * Time.deltaTime, 0); } if (direction != Vector2.zero) { transform.Translate(direction); Anim.SetInteger("IdeaAngleType", 0); Anim.SetInteger("RunAngleType", CheckDitection()); } else { Anim.SetInteger("IdeaAngleType", CheckDitection()); Anim.SetInteger("RunAngleType", 0); } if (Input.GetKeyDown(KeyCode.Space)) { if (!_mPlayerRobot.IsUseCore && !_isFastMoveCd) { if (direction == Vector2.zero) { return; } speed = _mPlayerRobot.SpecialSpeed; StartCoroutine(FastMoveToPosition(speed, direction)); StartCoroutine(FastMoveCd(FastMoveCD)); r2d.velocity = Vector2.zero; return; } } if (Input.GetKeyDown(KeyCode.LeftShift)) { FindObjectOfType <HockContral>().StartHock(FindObjectOfType <Camera>().ScreenToWorldPoint(Input.mousePosition)); } //if (Input.GetKeyDown(KeyCode.Z)) //{ // StartCoroutine(Bump(MoveSpeed * 2,20)); //} }
void Start() { anima = GetComponent <Animator> (); myRigidbody = GetComponent <Rigidbody2D> (); target = GameObject.FindWithTag("Player").transform; }
public RestoreGravityBehaviour(GameObject gameObject, string variableName) : base(gameObject) { this.rigidBody = this.gameObject.GetComponent<Rigidbody2D>(); this.variableName = variableName; }
void Awake() { rb2d = GetComponent<Rigidbody2D>(); }
void Awake() { body = GetComponent<Rigidbody2D> (); }
void Start() { // anim = GetComponent<Animator>(); sheepController = FindObjectOfType <SheepController> (); rb2d = gameObject.GetComponent <Rigidbody2D>(); }