private void HandleKnockback(CharacterController2D controller) { var knockback = new Knockback(Parameters); knockback.HandleKnockback(controller, _velocity, gameObject); var projectile = GetComponent<PathedProjectile>(); if (projectile != null) projectile.DestroyObject(); }
public void Awake() { _controller = GetComponent<CharacterController2D>(); _direction = new Vector2(-1, 0); // Initializing looking to the left _player = GameObject.FindObjectOfType<Player>(); _gReturning = false; }
void Awake() { animator = GetComponent<Animator>(); characterController2D = GetComponent<CharacterController2D>(); characterController2D.onControllerCollidedEvent += onControllerCollider; input = GetComponent<AbstractInput> (); }
/// <summary> /// Creates the Bubble Jump Power Command /// </summary> /// <param name="PowerUser">Object which uses the power</param> public BubbleJumpPowerCommand (GameObject PowerUser) { CC2D = PowerUser.GetComponent<CharacterController2D>(); PIH = PowerUser.GetComponent<PlayerInputHandler>(); A = PowerUser.GetComponent<Animator>(); BB = PowerUser.GetComponent<ButtBubbles>(); }
// Use this for initialization void Start() { audio = GetComponent<AudioSource>(); _characterController2D = GetComponent<CharacterController2D>(); _graphic = transform.FindChild("PlaceholderRunner").gameObject.GetComponent<SpriteRenderer>(); _animator = transform.FindChild("PlaceholderRunner").gameObject.GetComponent<Animator>(); }
/// Ustalenie JumpMagnitude public void ControllerEnter2D(CharacterController2D controller) { if (JumpSound != null) AudioSource.PlayClipAtPoint(JumpSound, transform.position); controller.SetVerticalForce(JumpMagnitude); }
public void Awake() { _controller = GetComponent<CharacterController2D>(); _direction = new Vector2(StartingX, 0); // Initializing moving to the left _startPosition = transform.position; // Sets the initial value of the bool depending on where the character stands in a new level Health = MaxHealth; }
// Use this for initialization void Awake() { _controller = GetComponent<CharacterController2D>(); _controller.onTriggerEnterEvent += Absorb; _controller.onTriggerStayEvent += Absorb; _player = GetComponent<Player>(); }
void Awake() { controller = GetComponent<CharacterController2D> (); currentHealth = maxHealth; actionBar.GetComponent<ActionBar> ().fillActionBar (new Sprite[] {weaponPrefabs[0].GetComponent<Weapon>().icon, weaponPrefabs[1].GetComponent<Weapon>().icon, weaponPrefabs[2].GetComponent<Weapon>().icon} ); controller.onTriggerEnterEvent += onTriggerEnter; }
protected virtual void Start() { if (this._character == null) { this._character = this.GetComponent<CharacterController2D>(); } }
protected override void Start() { base.Start (); controller = GetComponent<CharacterController2D> (); controller.onTriggerEnterEvent += onTriggerEnterEvent; jumpTime = jumpDelay; }
public void Awake() { IsDead = false; controller = GetComponent<CharacterController2D>(); isFacingRight = transform.localScale.x > 0; Health = maxHeath; }
void Awake() { _controller = GetComponent<CharacterController2D>(); _animator = GetComponent<Animator>(); _respawner = GetComponent<FallDeath>(); _flashlight = GetComponentInChildren<Flashlight>(); }
public void Start() { player = GetComponent<Player>(); controller = GetComponent<CharacterController2D>(); collector = GetComponent<Collector>(); scale = Camera.main.orthographicSize; }
void Start() { controller = GetComponent<CharacterController2D>(); weaponManager = GetComponentInChildren<WeaponManager>(); anim = GameObject.Find("Player").GetComponent<Animator>(); InvokeRepeating("BroadcastCurrentPosition", .3f, .3f); }
void Awake() { animator = GetComponent<Animator>(); spriteRenderer = GetComponent<SpriteRenderer>(); //touchpad.FingerTouchedEvent += JumpButton; jumpSound = transform.FindChild("JumpSound").GetComponent<AudioSource>(); m_controller = GetComponent<CharacterController2D>(); }
private float timer; //variable to calculate how long we have been doing something void Awake() { //Cache our controller for use control = GetComponent<CharacterController2D>(); SetUpState("Controllable"); //We must call this to setup each state we plan to have. SetUpState("Dash"); //Lets go ahead and set up another state for testing. SwitchState("Controllable"); //we have to call this once after we setup our states, to tell the machine which state to start in. }
void Awake() { controller = GetComponent<CharacterController2D>(); controller.onControllerCollidedEvent += onControllerCollider; controller.onTriggerEnterEvent += onTriggerEnterEvent; controller.onTriggerExitEvent += onTriggerExitEvent; }
void Awake() { _spriteRenderer = GetComponentInChildren<SpriteRenderer>(); _spPS = ((GameObject)Instantiate(candyParticlePrefab)).GetComponent<ParticleSystem>(); _spPS.transform.parent = transform; _spPS.transform.localPosition = new Vector3(0.15f, 0, transform.position.z + 0.1f); _spPS.Stop(); _CC2D = GetComponent<CharacterController2D>(); }
public void Start() { controller = GetComponent<CharacterController2D>(); patrolSpeed = MoveSpeed; PatrolTime = PatrolLenght/MoveSpeed; startPatrolTime = PatrolLenght / MoveSpeed; playerHealth = StaticVariables.PlayerHealth; }
public void Start() { // instantiate our CharacterCOntroller2D components _controller = GetComponent<CharacterController2D>(); // We are facing right if our character is flipped // So this initializes our _isFacingRight var. _isFacingRight = transform.localScale.x > 0; }
void Awake() { pawn = GetComponent<Pawn>(); characterController = GetComponent<CharacterController2D>(); // Set controller collision delegates characterController.onControllerCollidedEvent += OnContollerCollider; }
private IEnumerator RectifyVelocity(CharacterController2D controller, PathedProjectile projectile) { yield return new WaitForEndOfFrame(); if (_velocity.sqrMagnitude == 0) Parameters.Model = Knockback.KnockBackModel.Constant; HandleKnockback(controller); }
void Awake() { _sbPS = ((GameObject)Instantiate(sugarBrickParticlePrefab)).GetComponent<ParticleSystem>(); _sbPS.transform.parent = transform; _sbPS.transform.localPosition = new Vector3(0, 0, transform.position.z); _sbPS.Stop(); _spriteRenderer = GetComponent<SpriteRenderer>(); _CC2D = GetComponent<CharacterController2D>(); }
public void Awake() { _controller = GetComponent<CharacterController2D>(); _healthController = HealthBar.GetComponent<HealthController>(); _healthController.ResetHealth(); _isFacingRight = transform.localScale.x > 0; Health = MaxHealth; _hasGun = false; }
//private bool didTest1=false, didTest2=false; public void Start() { gravity = rigidbody2D.gravityScale * -9.8f; swing = GetComponent<SwayPlayerSwing>(); cc = GetComponent<CharacterController2D>(); cc.onControllerCollidedEvent += OnControllerCollided; cc.onTriggerEnterEvent += OnTriggerEnter2D; cc.velocity = new Vector3(2, 0); isRopeFlying = true; // +++ }
void Awake() { characterController2D = GetComponent<CharacterController2D>(); body2D = GetComponent<Rigidbody2D>(); characterController2D.onControllerCollidedEvent += onCharacterControllerCollider; characterController2D.onTriggerEnterEvent += onCharacterTriggerEnterEvent; characterController2D.onTriggerStayEvent += onCharacterTriggerStayEvent; characterController2D.onTriggerExitEvent += onCharacterTriggerExitEvent; }
bool isDead; // Whether the player is dead. void Awake () { // Setting up the references. playerMovement = GetComponent <CharacterController2D> (); // Set the initial health of the player. currentHealth = startingHealth; }
public void Start() { _controller = GetComponent<CharacterController2D>(); _direction = new Vector2(-1, 0); _startPosition = transform.position; _canFireIn = 0; Health = MaxHealth; _controller.SetHorizontalForce(_direction.x * Speed); }
void Awake() { _animator = GetComponent<Animator>(); _controller = GetComponent<CharacterController2D>(); // listen to some events for illustration purposes _controller.onControllerCollidedEvent += onControllerCollider; _controller.onTriggerEnterEvent += onTriggerEnterEvent; _controller.onTriggerExitEvent += onTriggerExitEvent; }
public void SetDate(Transform transform, PlayerInput playerInput, Damageable damageable, Animator animator, Collider2D collider, CharacterController2D character, Scoreable scoreable) { this.transform = transform; this.playerInput = playerInput; this.damageable = damageable; this.animator = animator; this.collider = collider; this.character = character; this.scoreable = scoreable; if (abilityTypes.Contains(AbilityType.DASH)) { this.playerInput.Dash.Enable(); } else { this.playerInput.Dash.Disable(); } if (abilityTypes.Contains(AbilityType.INTERACTION)) { this.playerInput.Interact.Enable(); } else { this.playerInput.Interact.Disable(); } }
void Awake() { controller = GetComponent <CharacterController2D>(); }
// Start is called before the first frame update void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); ctrl_Player = player.GetComponent <CharacterController2D>(); }
void Start() { controller = GetComponent <CharacterController2D>(); rend = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); }
// Use this for initialization void Start() { _characterController = GetComponent <CharacterController2D>(); isGrounded = false; }
void GetComponent() { controller = GetComponent<CharacterController2D>(); animatorPlayer = GetComponent<Animator>(); }
private void Start() { controller = GetComponent <CharacterController2D>(); rb = GetComponent <Rigidbody2D>(); }
public override void Update(CharacterController2D player) { }
public override void OnCollisionEnter(CharacterController2D player, Collision2D other) { }
// Use this for initialization void Start() { player = FindObjectOfType <CharacterController2D>(); arma = FindObjectOfType <Weapon>(); }
private void Awake() { owner = GetComponentInParent <CharacterController2D>(); }
// Use this for initialization void Start() { controller = GetComponent <CharacterController2D>(); DontDestroyOnLoad(gameObject); animator = GetComponent <Animator>(); }
void Awake() { playerCtrl = transform.parent.GetComponent <CharacterController2D>(); }
private void Start() { Controller = gameObject.GetComponent <CharacterController2D>(); DustParticle.Stop(); anim = GetComponent <Animator>(); }
public void releaseFromHolder() { if (mCarryType == carryType.exactPlayerPosition) { enablePhysics(); gameObject.transform.parent = parentPrevious; } if (hasHeldSprite && unheldSprite != null) { renderer.sprite = unheldSprite; } CancelInvoke("spawnProjectile"); checkForArrows(); if (changeRigidBodyType) { //We don't want to immediately revert back to our original bodytype, because if we were thrown we want to apply the forces to the bodytype we had while carried. Invoke("revertBodyType", 1f); } CharacterController2D cc2d = holder.GetComponent <CharacterController2D>(); if (cc2d) { switch (releasePosition) { case releasePositions.Front: transform.position = cc2d.getFrontPosition(); break; case releasePositions.Top: transform.position = cc2d.getTopPosition(); break; case releasePositions.Bottom: transform.position = cc2d.getBottomPosition(); break; } } if (freezeRotationOnPickup) { rb.freezeRotation = initialRotationFreeze; } Destroy(joint); this.setRangeActive(true); throwArc.hide(); if (hasActionAim && hasAction) { actionAimArc.setAngle(0); actionAimArc.hide(); } holder.SendMessage("pickupReleased"); holder = null; rb.mass = initialMass; if (disableCollider) { gameObject.GetComponent <Collider2D>().isTrigger = false; } if (sndLoopOnPickup) { global.audio.StopFXLoop(sndLoopOnPickup); } if (OnReleaseCallback != null) { OnReleaseCallback.Invoke(); } }
public override void EnterState(CharacterController2D player) { player.transform.position = player.originalPos; player.TransitionToState(player.PlayerIdleState); player.health++; }
void Awake() { _controller = GetComponent <CharacterController2D>(); _animator = GetComponent <Animator>(); }
bool isCrouching = false; // whether or not we are commanding player to crouch this update private void Awake() { controller = GetComponent <CharacterController2D>(); animator = GetComponent <Animator>(); }
void Awake() { controller = GetComponent <CharacterController2D>(); // playerColliders = GetComponents<Collider2D>(); //Get all colliders for use with finding terminals and ladders etc }
public void ReadXml(XmlReader reader) { var floatSer = new XmlSerializer(typeof(float)); var intSer = new XmlSerializer(typeof(int)); var strSer = new XmlSerializer(typeof(string)); var vector3Ser = new XmlSerializer(typeof(Vector3)); var strListSer = new XmlSerializer(typeof(List <string>)); reader.Read(); reader.ReadStartElement("name"); this.name = (string)strSer.Deserialize(reader); reader.ReadEndElement(); reader.ReadStartElement("Pos"); var pos = (Vector3)vector3Ser.Deserialize(reader); this.obj = Resources.Load <GameObject>(DefaultData.PlayerPath); this.obj = UnityEngine.Object.Instantiate(this.obj, pos, Quaternion.identity); reader.ReadEndElement(); if (this.obj == null) { Debug.LogError("主角为空了,干"); } reader.ReadStartElement("Attack"); this.Attack = (int)intSer.Deserialize(reader); reader.ReadEndElement(); reader.ReadStartElement("Skills"); this.allSkillNames = (List <string>)strListSer.Deserialize(reader); foreach (var skill in allSkillNames) { this.skills.Add(SkillTriggerMgr.skillInstanceDic[skill]); } reader.ReadEndElement(); attackEffects = new List <IBattleEffect>(); this.InputOk = true; this.IsConst = false; this.IgnoreHitback = false; this.comboNum = 0; this.timer = 0; this.beginComboTest = new List <float>();//0~1之间 this.durTimes = new List <float>(); this.canMoveTime = new List <float>(); this.skillNames = new List <string>(); this.ignoreInput = new List <bool>(); GlobalVar.G_Player = this; mainc = this.obj.GetComponent <MainCharacter>(); Assert.IsTrue(mainc != null); cc = this.obj.GetComponent <CharacterController2D>(); Assert.IsTrue(cc != null); this.DefaultConstTime = 0.7f; this.attackMultipulier = 1; //攻击力翻倍 this.attackAdder = 0; //攻击力叠加 reader.ReadStartElement("HitbackSpeed"); this.hitBackSpeed = (float)floatSer.Deserialize(reader); reader.ReadEndElement(); //添加基本攻击效果 this.OnAttackListRefresh += AddBaseAttackEffects; //添加事件监听 OnAddListener(); //开始每帧Update MainLoop.Instance.AddUpdateFunc(Update); //记录每个实例 instanceList.Add(this); reader.ReadEndElement(); }
void Awake() { _animator = GetComponent <Animator>(); _controller = GetComponent <CharacterController2D>(); _controller.onControllerCollidedEvent += onControllerCollider; }
public void setParentCharacterController(CharacterController2D parentCharacterController) { _parentCharacterController = parentCharacterController; }
private void Awake() { controller = this.GetComponent <CharacterController2D>(); }
void Start() { rb = GetComponent <Rigidbody2D>(); player = GetComponent <CharacterController2D>(); }
void Start() { _controller = GetComponent <CharacterController2D>(); }
public void Start() { moveDelegate = new MoveDelegate(Idle); _controller = GetComponent <CharacterController2D>(); layerMask = 1 << LayerMask.NameToLayer("Wall") | 1 << LayerMask.NameToLayer("Player"); }
void Awake() { characterController = gameObject.GetComponent <CharacterController2D>(); checkpointManager = GameObject.FindGameObjectWithTag("CheckpointManager").GetComponent <CheckpointManager>(); }
void Awake() { transform = gameObject.transform; _playerController = target.GetComponent <CharacterController2D>(); }
private void Start() { animator = GetComponentInChildren <Animator>(); controller = GetComponent <CharacterController2D>(); }
// Start is called before the first frame update void Start() { mover = gameObject.GetComponent <PlayerMovement>(); controller = gameObject.GetComponent <CharacterController2D>(); waterQuantity = waterMax; }