public void NotifyTriggerEnter(TriggerDetector detector, GameObject other) { TriggerData newData = new TriggerData(); FillData(newData, detector, other); triggerEnter.Invoke(newData); }
void Start() { rigidBody2D = GetComponent <Rigidbody2D>(); triggerDetector = GetComponentInChildren <TriggerDetector>(); animator = GetComponentInChildren <Animator>(); visualDirection = 1.0f; }
/* * adjust incoming trigger chekc height and radius */ void UpdateIncomingTriggerCapsule(bool enabled) { enabled = enabled && ragdollController.ragdollOnCollision.enabled; if (enabled && inCollisionDetector == null) { //initialize trigger detector inCollisionDetector = BuildCollisionDetector(); } // check for ignore trigger only when the character controller is enabled inCollisionDetector.enabled = enabled; if (enabled) { float height = characterController.height + incomingCheckOffset; float radius = characterController.radius + incomingCheckOffset; CapsuleCollider capsule = inCollisionDetector.capsule; capsule.height = height; capsule.radius = radius; capsule.center = new Vector3(0, height * .5f, 0); } }
void Awake() { col2D = GetComponent <PolygonCollider2D>(); triggerDetector = GetComponent <TriggerDetector>(); GameManager.Instance.gameStateChangeEvent += (GameManager.State gameState) => { switch (gameState) { case GameManager.State.Playing: ResetArrow(); break; } }; arrowCrashed += () => { GameManager.Instance.GameState = GameManager.State.Failed; CameraController.Instance.ShakeCamera(); SoundManager.Instance.PlayCrush(); circle = null; col2D.enabled = false; rb.velocity = Vector2.zero; GetComponent <Renderer>().enabled = false; transform.FindChild("ArrowShadow").GetComponent <Renderer>().enabled = false; }; }
protected void InitComponents() { visualDirection = 1.0f; rigidBody2D = GetComponent <Rigidbody2D>(); triggerDetector = GetComponentInChildren <TriggerDetector>(); animator = GetComponentInChildren <Animator>(); }
public DudeInput(TriggerDetector detector) { this.detector = detector; this.state = State.Off; detector.OnStartCollideWithGround += EnterGroundEventHandler; detector.OnEndCollideWithGround += ExitGroundEventHandler; }
// Start is called before the first frame update protected virtual void Start() { visualDirection = 1.0f; rigidBody2D = GetComponent <Rigidbody2D>(); triggerDetector = GetComponentInChildren <TriggerDetector>(); animator = GetComponentInChildren <Animator>(); scaleX = Visual.localScale.x; }
void FillData(TriggerData data, TriggerDetector detector, GameObject other) { data.triggerDetectee = this; data.triggerDetector = detector; data.otherTagHolder = detector.TagHolder; data.otherTransform = detector.transform; data.otherGameObject = detector.gameObject; }
// Use this for initialization void Start() { controller = GameObject.FindWithTag("rightController"); timer = controller.GetComponent <CountdownTimer> (); audio = GameObject.FindWithTag("controller").GetComponent <AudioSource> (); detector = GameObject.FindGameObjectWithTag("controller").GetComponent <TriggerDetector> (); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Player")) { Debug.Log("Player Entered"); beat = Inputs.Length; player = other.gameObject.GetComponent <TriggerDetector>(); } }
private void Start() { renderers = new SpriteRenderer[transform.childCount]; for (int i = 0; i < renderers.Length; i++) { renderers[i] = transform.GetChild(i).GetComponent <SpriteRenderer>(); } detector = transform.parent.GetComponent <TriggerDetector>(); manager = transform.parent.parent.GetComponent <TriggerManager>(); }
void Start() { //subscribe to receive a callback on ragdoll bone collision ragdollController.ragdoll.onCollisionEnter += OnRagdollCollisionEnter; //make ragdoll bones ignore character controller ragdollController.ragdoll.IgnoreCollisions(characterController, true); //initialize trigger detector inCollisionDetector = BuildCollisionDetector(); }
/** * This renders from offsets, not according to world coordinates */ void RenderState() { int xRenderStart = Mathf.Max(getStateXIndex(xStart), xAbsoluteStart); for (int xOffset = xRenderStart; xOffset < xRenderStart + softUpperBound; xOffset++) { List <List <int> > renderableXSection = state[xOffset]; for (int j = 0; j < renderableXSection.Count(); j++) { List <int> yDetails = renderableXSection[j]; int yOffset = yDetails[0]; int tileType = yDetails[1]; bool hasCoin = yDetails[2] == 1; Vector3Int tilePos = new Vector3Int(xIndexToWorldX(xOffset), yStart + yOffset, 0); if (!tileMap.HasTile(tilePos)) { TileBase tile = tileBaseTable[tileType]; if (tile != null) { tileMap.SetTile(tilePos, tile); bool isRightDetector = xOffset == shouldFetchRightOffset; bool isLeftDetector = xOffset == shouldFetchLeftOffset; if (isLeftDetector || isRightDetector) { Vector3Int colliderPos = new Vector3Int(tilePos.x, tilePos.y + 1, tilePos.z); GameObject newLC = Instantiate( locationCollider, colliderPos, Quaternion.identity ); TriggerDetector td = newLC.GetComponent <TriggerDetector>(); td.x = tilePos.x; td.y = tilePos.y; td.isLeftTrigger = isLeftDetector; td.isRightTrigger = isRightDetector; td.onTrigger += OnTriggerThing; } } if (hasCoin) { Rigidbody2D newCoin = Instantiate( coin, new Vector3(xIndexToWorldX(xOffset), yOffset + yStart + 3, 0), Quaternion.identity ); string coinKey = GetCoinKey(xOffset, yOffset); renderedCoins.Add(coinKey, newCoin); } } } } }
private void OnTriggerEnter2D(Collider2D other) { //check if the player entes the attack area if (other.tag == "Player") { //makes the player have to press the correct attack key. playerCheck = FindObjectOfType <TriggerDetector>(); hasEntered = true; ScoreManager.instance.isFighting = true; Debug.Log("EnteredBox"); } }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); if (rb == null) { Debug.LogError("no rigid body in player"); } if (playerSprites == null) { Debug.LogError("no character sprites set"); } if (LeftTriggerDetector == null) { Debug.LogError("no left detector set in player controller"); } if (RightTriggerDetector == null) { Debug.LogError("no right detector set in player controller"); } if (BottomTriggerDetector == null) { Debug.LogError("no bottom detector set in player controller"); } gameObject.GetComponentInChildren <MeshRenderer>().sortingLayerName = Common.playersSortingLayerName; // Create trigger detectors and attach them to the specified game objects { // Detect bottom collisions TriggerDetector script = BottomTriggerDetector.AddComponent <TriggerDetector>(); script.OnTriggerEnterEvent += HandleBottomTriggerEnter; script.OnTriggerStayEvent += HandleBottomTriggerStay; } { // Detect left collisions TriggerDetector script = LeftTriggerDetector.AddComponent <TriggerDetector>(); script.OnTriggerEnterEvent += HandleLeftTriggerEnter; script.OnTriggerStayEvent += HandleLeftTriggerEnter; script.OnTriggerExitEvent += HandleLeftTriggerExit; } { // Detect right collisions TriggerDetector script = RightTriggerDetector.AddComponent <TriggerDetector>(); script.OnTriggerEnterEvent += HandleRightTriggerEnter; script.OnTriggerStayEvent += HandleRightTriggerEnter; script.OnTriggerExitEvent += HandleRightTriggerExit; } }
private new void Start() { base.Start(); jumpPositionCollider2D = jumpPosition.GetComponent <Collider2D>(); jumpCheckPlatFormCollider2D = jumpCheckPlatForm.GetComponent <Collider2D>(); groundDetectorCollider2D = groundDetector.GetComponent <Collider2D>(); frontTrigger = frontDetector.GetComponent <TriggerDetector>(); tilemapCollider2D = GameManager.Instance.levelTilemap.GetComponent <CompositeCollider2D>(); float myRotationY = this.transform.rotation.eulerAngles.y; isLookingRight = Mathf.Abs(myRotationY) < 90.0f; //TODO add checkstate somewhere here }
public MagnetSensor(Context context) { mDetector = new TriggerDetector(context); }
private void Awake() { Instance = this; firstPersonController = GetComponent <FirstPersonController>(); triggerDetector = GetComponentInChildren <TriggerDetector>(); }
private void Awake() { current = this; }
void Start() { rigidBody = GetComponent <Rigidbody2D>(); groundDetector = GetComponentInChildren <TriggerDetector>(); }
private void Awake() { SetFromTo(); _triggerDetector = GetComponentInChildren <TriggerDetector>(); }
public void Start() { _rb = GetComponent <Rigidbody2D>(); _triggerDetector = GetComponent <TriggerDetector>(); _vfxSpawner = GetComponent <VfxSpawner>(); }