/*[SerializeField] private PlayerView _patrolView;
     * public AIConfig aIConfig;
     * private SimplePatrolAIModel simplePatrolAIModel;
     * private EnemiesConfigurators enemiesConfigurator;
     * private SimplePatrolAI simplePatrolAI;*/


    private void Awake()
    {
        levelCompleteManager = new LevelCompleteManager(_playerView, _loose, _wins, _text);

        playerConfig = Resources.Load <SpriteAnimatorConfig>("AnimPlayerCfg");
        _playerAnimatorController = new SpriteAnimatorController(playerConfig);
        _playerAnimatorController.StartAnimation(_playerView._spriteRenderer, AnimState.Run, true, _animationSpeed);
        mainHeroPhysicsWalker = new MainHeroPhysicsWalker(_playerView, _playerAnimatorController);


        pinkyConfig = Resources.Load <SpriteAnimatorConfig>("AnimPinkyCfg");
        _pinkyAnimatorController = new SpriteAnimatorController(pinkyConfig);
        _pinkyAnimatorController.StartAnimation(_pinkyView._spriteRenderer, AnimState.Idle, true, _animationSpeed);
        pinkyWalker = new PinkyWalker(_pinkyView, _pinkyAnimatorController);

        waterConfig = Resources.Load <SpriteAnimatorConfig>("AnimWaterCfg");
        _waterAnimatorController = new SpriteAnimatorController(waterConfig);
        _waterAnimatorController.StartAnimation(_waterView._spriteRenderer, AnimState.Run, true, _animationSpeed);
        waterAnimation = new WaterAnimation(_waterView, _waterAnimatorController);


        aimingMuzzle = new AimingMuzzle(cannonView._muzzleTransform, cannonView._aimTransform);

        bulletsEmitter = new BulletsEmitter(cannonView._bullets, bulletsEmitterTransform);

        /*simplePatrolAIModel = new SimplePatrolAIModel(aIConfig);
         * simplePatrolAI = new SimplePatrolAI(_patrolView, simplePatrolAIModel);*/
    }
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 public MainHeroPhysicsWalker(PlayerView view, SpriteAnimatorController
                              spriteAnimator)
 {
     _view           = view;
     _spriteAnimator = spriteAnimator;
     _contactsPoller = new ContactsPoller(_view._collider2D);
 }
Esempio n. 3
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        void Awake()
        {
            SpriteAnimatorConfig coinConfig = Resources.Load <SpriteAnimatorConfig>("CoinAnimCfg");

            _coinAnimator = new SpriteAnimatorController(coinConfig);

            _cameraMotor = new CameraController(_playerView.transform, _camera.transform);

            _coinsManager = new CoinsManager(_playerView, _coinsList, _coinAnimator);
        }
    public CoinsManager(PlayerView characterView, List <PlayerView> coinViews, SpriteAnimatorController spriteAnimator)
    {
        _characterView  = characterView;
        _spriteAnimator = spriteAnimator;
        _coinViews      = coinViews;
        _characterView.OnLevelObjectContact += OnLevelObjectContact;

        foreach (var coinView in coinViews)
        {
            _spriteAnimator.StartAnimation(coinView._spriteRenderer, AnimState.Run, true, _animationsSpeed);
        }
    }
Esempio n. 5
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        private void Awake()
        {
            _cam = Camera.main;

            _prlxCtrl1 = new ParalaxController(_paralaxView1, 0.3f, ref _cam);
            _prlxCtrl2 = new ParalaxController(_paralaxView2, 0.18f, ref _cam);

            _playerConfig   = Resources.Load <SpriteAnimatorConfig>("PlayerAnimCfg");
            _playerAnimator = new SpriteAnimatorController(_playerConfig);
            _playerAnimator.StartAnimation(_playerView._spriteRenderer, "Player", AnimState.Run, true, _animationSpeed);

            _enemyConfig   = Resources.Load <SpriteAnimatorConfig>("EnemyAnimCfg");
            _enemyAnimator = new SpriteAnimatorController(_enemyConfig);
            _enemyAnimator.StartAnimation(_enemyView._spriteRenderer, "Enemy1", AnimState.Forward, true, _animationSpeed);
        }
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 public WaterAnimation(PlayerView view, SpriteAnimatorController spriteAnimator)
 {
     _view           = view;
     _spriteAnimator = spriteAnimator;
 }
Esempio n. 7
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 /// <summary>
 /// 切换精灵NPC动作
 /// </summary>
 /// <param name="status"></param>
 public void SpriteNPCActionChange(SpriteAnimatorController.ActionStatus status)
 {
     if (m_SpriteAnimatorController != null)
     {
         m_SpriteAnimatorController.ActionChange(status);
     }
 }
Esempio n. 8
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    /// <summary>
    /// 获取精灵NPC并添加动作控制脚本
    /// </summary>
    private void AddComponentToSpriteNPC()
    {
        // NPC不直接放到场景,动态加载
        //m_goSpriteNPC = m_goSpriteUIScene.transform.FindChild(SpriteNPCName).gameObject;

        if (m_goSpriteNPC != null)
        {
            m_SpriteAnimatorController = m_goSpriteNPC.AddComponent<SpriteAnimatorController>();
            m_SpriteAnimatorController.LoadResourceInsteadOfAwake();
        }       
    }
 public PinkyWalker(PinkyView view, SpriteAnimatorController spriteAnimator)
 {
     _view           = view;
     _spriteAnimator = spriteAnimator;
 }
 public MainHeroWalker(PlayerView view, SpriteAnimatorController spriteAnimator)
 {
     _view           = view;
     _spriteAnimator = spriteAnimator;
 }