Cooldown helper
Inheritance: IUpdateEntity
    public override void OnEnable() {
      base.OnEnable();

      dismount = new Cooldown(dismountTime);
      actionJump = character.GetAction<CharacterActionJump>();
      if (actionJump == null) {
        Debug.LogError("CharacterActionLadder requires CharacterActionJump");
      }
    }
        public override void OnEnable()
        {
            base.OnEnable();

            actionJump = character.GetAction <CharacterActionJump>();
            if (actionJump == null && dismountJumping)
            {
                Debug.LogWarning("CharacterActionJump is required in CharacterActionRope because dismountJumping is true");
            }
            canGrab = new Cooldown(grabAgainCooldown);
        }
    public override void OnEnable() {
      base.OnEnable();

      pushingCD = new Cooldown(pushingStartTime);
      groundMovement = character.GetAction<CharacterActionGroundMovement>();
      if (groundMovement == null) {
        Debug.LogWarning("CharacterActionGroundMovement is required by CharacterActionPush");
      }

      character.onBeforeMove += OnBeforeMove;
    }
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        public override void OnEnable()
        {
            base.OnEnable();

            dismount   = new Cooldown(dismountTime);
            actionJump = character.GetAction <CharacterActionJump>();
            if (actionJump == null)
            {
                Debug.LogError("CharacterActionLadder requires CharacterActionJump");
            }
        }
        public override void OnEnable()
        {
            base.OnEnable();

            pushingCD      = new Cooldown(pushingStartTime);
            groundMovement = character.GetAction <CharacterActionGroundMovement>();
            if (groundMovement == null)
            {
                Debug.LogWarning("CharacterActionGroundMovement is required by CharacterActionPush");
            }

            character.onBeforeMove += OnBeforeMove;
        }
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        /// <summary>
        /// This method precalculate some vars, but those value could change. This need to be refactored.
        /// Maybe setters are the appropiate method to refactor this.
        /// </summary>
        virtual public void Awake()
        {
            forceAnimation = null;
            //Debug.Log("Start new Character: " + gameObject.name);
            pc2d           = GetComponent <PlatformerCollider2D> ();
            health         = GetComponent <Health>();
            health.onHurt += OnHurt;
            body           = GetComponent <BoxCollider2D>();

            if (fallingCD == null)
            {
                fallingCD = new Cooldown(fallingTime);
            }

            if (groundCD == null)
            {
                groundCD = new Cooldown(groundGraceTime);
            }
            //TODO review how hotswapping behave in this case ?!
            health.onDeath += OnDeath;
        }
Esempio n. 7
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        /// <summary>
        /// This method precalculate some vars, but those value could change. This need to be refactored.
        /// Maybe setters are the appropiate method to refactor this.
        /// </summary>
        virtual public void Awake()
        {
            forceAnimation = null;

            if (health == null)
            {
                health = GetComponent <CharacterHealth>();
                // TODO review how hotswapping behave in this case ?!
                health.onHurt  += onInjured;
                health.onDeath += OnDeath;
            }

            if (fallingCD == null)
            {
                fallingCD = new Cooldown(fallingTime);
            }

            if (groundCD == null)
            {
                groundCD = new Cooldown(groundGraceTime);
            }
        }
    public override void OnEnable() {
      base.OnEnable();

      actionJump = character.GetAction<CharacterActionJump>();
      canGrab = new Cooldown(grabAgainCooldown);
    }
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 public virtual void OnDisable()
 {
     fallingCD = null;
     groundCD  = null;
     UpdateManager.instance.Remove(this);
 }
    /// <summary>
    /// check missconfiguration and initialization
    /// </summary>
    public void Start() {
      Assert.IsFalse(startingHealth < maxHealth, "(CharacterHealth) startingHealth < maxHealth: " + gameObject.name);
      Assert.IsFalse(startingLives < maxLives, "(CharacterHealth) startingLives < maxLives: " + gameObject.name);

      character = GetComponent<Character>();
      Assert.IsNotNull(character, "(CharacterHealth) Character is required: " + gameObject.name);

      Heal(startingHealth);
      lives = startingLives;

      invulnerability = new Cooldown(invulnerabilityTimeAfterDamage);
      invulnerability.onReady += () => {
        if (onInvulnerabilityEnd != null) {
          onInvulnerabilityEnd();
        }
      };
      invulnerability.onReset += () => {
        if (onInvulnerabilityStart != null) {
          onInvulnerabilityStart();
        }
      };
    }