コード例 #1
0
    //public AbilityHyperDash abilityHyperDash;

    // Use this for initialization
    void Start()
    {
        //Physics.gravity = new Vector3 (0, 0, -9.81f);
        anim                  = GetComponent <Animator> ();
        basicMovement         = GetComponent <AbilityBasicMovement> ();
        attackAbility         = GetComponent <AttackAbility> ();
        shieldAbility         = GetComponent <AbilityShield> ();
        dodgeAbility          = GetComponent <AbilityDodgeRoll> ();
        sprintAttackAbility   = GetComponent <AbilitySprintAttack> ();
        chargedAttackAbility  = GetComponent <AbilityChargedAttack> ();
        warpStrikeAbility     = GetComponent <AbilityWarpStrike>();
        grabAbility           = GetComponent <AbilityGrab> ();
        flinchState           = GetComponent <PlayerStateFlinch> ();
        fallState             = GetComponent <AbilityFall> ();
        interactState         = GetComponent <AbilityInteract> ();
        dialogueState         = GetComponent <AbilityDialogue> ();
        hurtInfo              = GetComponent <HurtInfoReceiver> ();
        playerHealthComponent = GetComponent <PlayerHealthComponent>();
        //abilityHyperDash = GetComponent<AbilityHyperDash> ();

        //If Player doesn't exist yet
        if (!playerExists)
        {
            playerExists = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

        //Starting state for player
        playerState = PlayerState.Default;
    }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        GameObject player = GameObject.Find("Player");

        this.playerMovementSystem = player.GetComponent <AbilityBasicMovement>();
        this.keyInventory         = player.GetComponent <PlayerKeyInventory>();
        this.spriteRenderer       = GetComponent <SpriteRenderer>();
        this.PromptUI.SetActive(false);
        this.isActive = true;
    }
コード例 #3
0
 // Use this for initialization
 void Start()
 {
     playerBody           = GetComponent <Rigidbody2D> ();
     playerAnimator       = GetComponent <Animator> ();
     grabCollider         = GameObject.Find("Grab Collider Up").GetComponent <CircleCollider2D> ();
     grabCollider.enabled = false;
     grabState            = GrabState.Setup;
     enemyGrabbed         = false;
     playerAttackInfo     = GetComponent <AttackInfoContainer> ();
     orientationSystem    = GetComponent <OrientationSystem> ();
     moveInfo             = GetComponent <AbilityBasicMovement> ();
 }
コード例 #4
0
 // Use this for initialization
 void Start()
 {
     //playerInfo = GetComponent<PlayerInfoContainer> ();
     movementInfo       = GetComponent <AbilityBasicMovement> ();
     playerAttackInfo   = GetComponent <AttackInfoContainer> ();
     swordCollider      = GameObject.Find("Sword Collider Down").GetComponent <SwordCollider> ();    //Down
     swordColliderUp    = GameObject.Find("Sword Collider Up").GetComponent <SwordCollider> ();
     swordColliderLeft  = GameObject.Find("Sword Collider Left").GetComponent <SwordCollider> ();
     swordColliderRight = GameObject.Find("Sword Collider Right").GetComponent <SwordCollider> ();
     playerBody         = GetComponent <Rigidbody2D> ();
     DirectionHandler   = new FourDirectionSystem();
     playerAnimator     = GetComponent <Animator> ();
 }
コード例 #5
0
    // Use this for initialization
    void Start()
    {
        this.state                = InteractState.Check;
        this.animator             = GetComponent <Animator>();
        this.playerMovementSystem = GetComponent <AbilityBasicMovement>();
        this.playerDialogueState  = GameObject.Find("Player").GetComponent <AbilityDialogue>();
        this.DirectionSystem      = new FourDirectionSystem();
        this.holdItem.enabled     = false;

        this.HPHandler    = GetComponent <PlayerHealthComponent>();
        this.SPHandler    = GetComponent <PlayerSPComponent>();
        this.KeyInventory = GetComponent <PlayerKeyInventory>();
    }
コード例 #6
0
 // Use this for initialization
 void Start()
 {
     //swordCollider = GetComponent<Collider2D> ();
     attachedCollider = GetComponent <PolygonCollider2D> ();
     if (attachedCollider == null)
     {
         Debug.Log("MISSING COLLIDER REF");
     }
     Debug.Log("GOT COLLIDER REF");
     targetsHit       = new List <int> ();
     moveInfo         = GetComponentInParent <AbilityBasicMovement> ();
     playerAttackInfo = GetComponentInParent <AttackInfoContainer> ();
     SPManager        = GetComponentInParent <PlayerSPComponent>();
     SPValues         = new PlayerSPValues();
     timeManager      = GameObject.Find("Time Manager").GetComponent <TimeFunctions> ();
     hitParticles     = GameObject.Find("HitParticles");
     DisableCollider();
 }
コード例 #7
0
    // Use this for initialization
    void Start()
    {
        shieldState         = ShieldState.Setup;
        playerMoving        = false;
        moveDirection       = Vector2.zero;
        playerBody          = GetComponent <Rigidbody2D> ();
        animator            = GetComponent <Animator> ();
        orientationSystem   = GetComponent <OrientationSystem> ();
        moveInfo            = GetComponent <AbilityBasicMovement> ();
        shieldColliderUp    = GameObject.Find("Shield Collider Up").GetComponent <PolygonCollider2D> ();
        shieldColliderDown  = GameObject.Find("Shield Collider Down").GetComponent <PolygonCollider2D> ();
        shieldColliderRight = GameObject.Find("Shield Collider Right").GetComponent <PolygonCollider2D> ();
        shieldColliderLeft  = GameObject.Find("Shield Collider Left").GetComponent <PolygonCollider2D> ();

        shieldColliderUp.enabled    = false;
        shieldColliderDown.enabled  = false;
        shieldColliderRight.enabled = false;
        shieldColliderLeft.enabled  = false;
    }
コード例 #8
0
    //NOTE: Will need to add additional collider references for sprint attacks
    // and for the chain attacks if they end up being different

    void Start()
    {
        playerAttackInfo = GetComponent <AttackInfoContainer>();
        swordCollider    = GameObject.Find("Sword Collider Down").GetComponent <SwordCollider>(); //Down
        swordColliderUp  = GameObject.Find("Sword Collider Up").GetComponent <SwordCollider>();
        if (swordColliderUp == null)
        {
            Debug.Log("NULL UP ");
        }
        swordColliderLeft  = GameObject.Find("Sword Collider Left").GetComponent <SwordCollider>();
        swordColliderRight = GameObject.Find("Sword Collider Right").GetComponent <SwordCollider>();

        playerBody = GetComponent <Rigidbody2D>();
        //orientationSystem = GetComponent<OrientationSystem>();
        DirectionHandler = new FourDirectionSystem();
        playerAnimator   = GetComponent <Animator>();
        movementInfo     = GetComponent <AbilityBasicMovement>();
        comboCount       = 0;
        bufferInput      = false;
        chargeAttack     = false;
    }
コード例 #9
0
    // Use this for initialization
    void Start()
    {
        playerAttackInfo = GetComponent <AttackInfoContainer> ();
        //playerOrientation = GetComponent<PlayerOrientation> ();
        movementInfo   = GetComponent <AbilityBasicMovement> ();
        playerBody     = GetComponent <Rigidbody2D> ();
        spriteRenderer = GetComponent <SpriteRenderer> ();
        animator       = GetComponent <Animator> ();
        //orientationSystem = GetComponent<OrientationSystem> ();
        DirectionHandler  = new FourDirectionSystem();
        chargeAttackState = ChargeAttackState.Setup;

        colliderUp    = GameObject.Find("cAttack Collider Up").GetComponent <SwordCollider> ();
        colliderDown  = GameObject.Find("cAttack Collider Down").GetComponent <SwordCollider> ();
        colliderLeft  = GameObject.Find("cAttack Collider Left").GetComponent <SwordCollider> ();
        colliderRight = GameObject.Find("cAttack Collider Right").GetComponent <SwordCollider> ();

        colliderUp.DisableCollider();
        colliderDown.DisableCollider();
        colliderRight.DisableCollider();
        colliderLeft.DisableCollider();
    }