Esempio n. 1
0
 /// <summary>
 /// On Start() we reset our number of jumps
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     ResetNumberOfJumps();
     //_characterWallJump = GetComponent<CharacterWalljump>();
     //_characterCrouch = GetComponent<CharacterCrouch>();
     //_characterButtonActivation = GetComponent<CharacterButtonActivation>();
     _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> ();
     _characterLadder             = GetComponent <CharacterLadder>();
     _characterShapeshift         = GetComponent <CharacterShapeshift>();
 }
Esempio n. 2
0
        /// <summary>
        /// Triggered when something collides with the ladder
        /// </summary>
        /// <param name="collider">Something colliding with the ladder.</param>
        protected virtual void OnTriggerEnter2D(Collider2D collider)
        {
            // we check that the object colliding with the ladder is actually a corgi controller and a character
            CharacterLadder characterLadder = collider.GetComponent <CharacterLadder>();

            if (characterLadder == null)
            {
                return;
            }
            characterLadder.LadderColliding = true;
            characterLadder.CurrentLadder   = this;
        }
Esempio n. 3
0
        /// <summary>
        /// Triggered when something exits the ladder
        /// </summary>
        /// <param name="collider">Something colliding with the ladder.</param>
        protected virtual void OnTriggerExit2D(Collider2D collider)
        {
            // we check that the object colliding with the ladder is actually a corgi controller and a character
            CharacterLadder characterLadder = collider.GetComponent <CharacterLadder>();

            if (characterLadder == null)
            {
                return;
            }

            // when the character is not colliding with the ladder anymore, we reset its various ladder related states
            characterLadder.LadderColliding = false;
            characterLadder.CurrentLadder   = null;
        }