コード例 #1
12
    private void HandleKnockback(CharacterController2D controller)
    {
        var knockback = new Knockback(Parameters);
        knockback.HandleKnockback(controller, _velocity, gameObject);

        var projectile = GetComponent<PathedProjectile>();
        if (projectile != null)
            projectile.DestroyObject();
    }
コード例 #2
0
 public void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _direction = new Vector2(-1, 0);            // Initializing looking to the left
     _player = GameObject.FindObjectOfType<Player>();
     _gReturning = false;
 }
コード例 #3
0
 void Awake()
 {
     animator = GetComponent<Animator>();
     characterController2D = GetComponent<CharacterController2D>();
     characterController2D.onControllerCollidedEvent += onControllerCollider;
     input = GetComponent<AbstractInput> ();
 }
コード例 #4
0
			/// <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>();
			}
コード例 #5
0
 // 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>();
 }
コード例 #6
0
ファイル: JumpPlatform.cs プロジェクト: tokramg/UnityGame
    /// Ustalenie JumpMagnitude
    public void ControllerEnter2D(CharacterController2D controller)
    {
        if (JumpSound != null)
            AudioSource.PlayClipAtPoint(JumpSound, transform.position);

        controller.SetVerticalForce(JumpMagnitude);
    }
コード例 #7
0
 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;
 }
コード例 #8
0
 // Use this for initialization
 void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _controller.onTriggerEnterEvent += Absorb;
     _controller.onTriggerStayEvent += Absorb;
     _player = GetComponent<Player>();
 }
コード例 #9
0
 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;
 }
コード例 #10
0
ファイル: Weapon.cs プロジェクト: temdisponivel/Megaman
 protected virtual void Start()
 {
     if (this._character == null)
     {
         this._character = this.GetComponent<CharacterController2D>();
     }
 }
コード例 #11
0
ファイル: BlobController.cs プロジェクト: krislerv/Unity-Game
 protected override void Start()
 {
     base.Start ();
     controller = GetComponent<CharacterController2D> ();
     controller.onTriggerEnterEvent += onTriggerEnterEvent;
     jumpTime = jumpDelay;
 }
コード例 #12
0
ファイル: Player.cs プロジェクト: bo7mide/2D-Adventure-Game
 public void Awake()
 {
     IsDead = false;
     controller = GetComponent<CharacterController2D>();
     isFacingRight = transform.localScale.x > 0;
     Health = maxHeath;
 }
コード例 #13
0
ファイル: Player.cs プロジェクト: hammerfrenzy/ludum-dare-33
 void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _animator = GetComponent<Animator>();
     _respawner = GetComponent<FallDeath>();
     _flashlight = GetComponentInChildren<Flashlight>();
 }
コード例 #14
0
    public void Start()
    {
        player = GetComponent<Player>();
        controller = GetComponent<CharacterController2D>();
        collector = GetComponent<Collector>();

        scale = Camera.main.orthographicSize;
    }
コード例 #15
0
	void Start()
	{
		controller = GetComponent<CharacterController2D>();
		weaponManager = GetComponentInChildren<WeaponManager>();
		anim = GameObject.Find("Player").GetComponent<Animator>();

		InvokeRepeating("BroadcastCurrentPosition", .3f, .3f);
	}
コード例 #16
0
ファイル: PlayerController.cs プロジェクト: baraujo/caveraid
 void Awake()
 {
     animator = GetComponent<Animator>();
     spriteRenderer = GetComponent<SpriteRenderer>();
     //touchpad.FingerTouchedEvent += JumpButton;
     jumpSound = transform.FindChild("JumpSound").GetComponent<AudioSource>();
     m_controller = GetComponent<CharacterController2D>();
 }
コード例 #17
0
ファイル: FSMDemo.cs プロジェクト: Pumph0use/FSM2D
	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.
	}
コード例 #18
0
ファイル: ControllerEnemyBall.cs プロジェクト: Coolpix/Unity
    void Awake()
    {
        controller = GetComponent<CharacterController2D>();

        controller.onControllerCollidedEvent += onControllerCollider;
        controller.onTriggerEnterEvent += onTriggerEnterEvent;
        controller.onTriggerExitEvent += onTriggerExitEvent;
    }
コード例 #19
0
 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>();
 }
コード例 #20
0
ファイル: Enemy.cs プロジェクト: thom854c/Spil-projekt-3
 public void Start()
 {
     controller = GetComponent<CharacterController2D>();
     patrolSpeed = MoveSpeed;
     PatrolTime = PatrolLenght/MoveSpeed;
     startPatrolTime = PatrolLenght / MoveSpeed;
     playerHealth = StaticVariables.PlayerHealth;
 }
コード例 #21
0
    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;
    }
コード例 #22
0
    void Awake()
    {
        pawn = GetComponent<Pawn>();

        characterController = GetComponent<CharacterController2D>();

        // Set controller collision delegates
        characterController.onControllerCollidedEvent += OnContollerCollider;
    }
コード例 #23
0
    private IEnumerator RectifyVelocity(CharacterController2D controller, PathedProjectile projectile)
    {
        yield return new WaitForEndOfFrame();

        if (_velocity.sqrMagnitude == 0)
            Parameters.Model = Knockback.KnockBackModel.Constant;

        HandleKnockback(controller);
    }
コード例 #24
0
ファイル: SugarBrickBehaviour.cs プロジェクト: Nitwoe/Nommy
    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>();
    }
コード例 #25
0
ファイル: Player.cs プロジェクト: teammeeseeks/liveordiabetes
 public void Awake()
 {
     _controller = GetComponent<CharacterController2D>();
     _healthController = HealthBar.GetComponent<HealthController>();
     _healthController.ResetHealth();
     _isFacingRight = transform.localScale.x > 0;
     Health = MaxHealth;
     _hasGun = false;
 }
コード例 #26
0
ファイル: SwayPlayer.cs プロジェクト: Beanalby/1GameAMonth14
 //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; // +++
 }
コード例 #27
0
ファイル: CharacterTopDowner.cs プロジェクト: Evorlor/Fitachi
 void Awake()
 {
     characterController2D = GetComponent<CharacterController2D>();
     body2D = GetComponent<Rigidbody2D>();
     characterController2D.onControllerCollidedEvent += onCharacterControllerCollider;
     characterController2D.onTriggerEnterEvent += onCharacterTriggerEnterEvent;
     characterController2D.onTriggerStayEvent += onCharacterTriggerStayEvent;
     characterController2D.onTriggerExitEvent += onCharacterTriggerExitEvent;
 }
コード例 #28
0
ファイル: PlayerHealth.cs プロジェクト: AJ56321/Mall-Brawl-v2
	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;
	}
コード例 #29
0
ファイル: SimpleEnemyAI.cs プロジェクト: sathiyavrs/BuzzSaws
    public void Start()
    {
        _controller = GetComponent<CharacterController2D>();
        _direction = new Vector2(-1, 0);
        _startPosition = transform.position;
        _canFireIn = 0;

        Health = MaxHealth;
        _controller.SetHorizontalForce(_direction.x * Speed);
    }
コード例 #30
0
    void Awake()
    {
        _animator = GetComponent<Animator>();
        _controller = GetComponent<CharacterController2D>();

        // listen to some events for illustration purposes
        _controller.onControllerCollidedEvent += onControllerCollider;
        _controller.onTriggerEnterEvent += onTriggerEnterEvent;
        _controller.onTriggerExitEvent += onTriggerExitEvent;
    }
コード例 #31
0
    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();
        }
    }
コード例 #32
0
 void Awake()
 {
     controller = GetComponent <CharacterController2D>();
 }
コード例 #33
0
    // Start is called before the first frame update
    void Start()
    {
        GameObject player = GameObject.FindGameObjectWithTag("Player");

        ctrl_Player = player.GetComponent <CharacterController2D>();
    }
コード例 #34
0
 void Start()
 {
     controller = GetComponent <CharacterController2D>();
     rend       = GetComponent <SpriteRenderer>();
     anim       = GetComponent <Animator>();
 }
コード例 #35
0
 // Use this for initialization
 void Start()
 {
     _characterController = GetComponent <CharacterController2D>();
     isGrounded           = false;
 }
コード例 #36
0
    void GetComponent()
    {
        controller = GetComponent<CharacterController2D>();

        animatorPlayer = GetComponent<Animator>();
    }
コード例 #37
0
ファイル: Slice.cs プロジェクト: DaCodaz/Dashy-Ninjas
 private void Start()
 {
     controller = GetComponent <CharacterController2D>();
     rb         = GetComponent <Rigidbody2D>();
 }
コード例 #38
0
 public override void Update(CharacterController2D player)
 {
 }
コード例 #39
0
 public override void OnCollisionEnter(CharacterController2D player, Collision2D other)
 {
 }
コード例 #40
0
 // Use this for initialization
 void Start()
 {
     player = FindObjectOfType <CharacterController2D>();
     arma   = FindObjectOfType <Weapon>();
 }
コード例 #41
0
 private void Awake()
 {
     owner = GetComponentInParent <CharacterController2D>();
 }
コード例 #42
0
 // Use this for initialization
 void Start()
 {
     controller = GetComponent <CharacterController2D>();
     DontDestroyOnLoad(gameObject);
     animator = GetComponent <Animator>();
 }
コード例 #43
0
ファイル: FirePoint.cs プロジェクト: mttorres/penros
 void Awake()
 {
     playerCtrl = transform.parent.GetComponent <CharacterController2D>();
 }
コード例 #44
0
 private void Start()
 {
     Controller = gameObject.GetComponent <CharacterController2D>();
     DustParticle.Stop();
     anim = GetComponent <Animator>();
 }
コード例 #45
0
    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();
        }
    }
コード例 #46
0
 public override void EnterState(CharacterController2D player)
 {
     player.transform.position = player.originalPos;
     player.TransitionToState(player.PlayerIdleState);
     player.health++;
 }
コード例 #47
0
 void Awake()
 {
     _controller = GetComponent <CharacterController2D>();
     _animator   = GetComponent <Animator>();
 }
コード例 #48
0
    bool isCrouching     = false; // whether or not we are commanding player to crouch this update


    private void Awake()
    {
        controller = GetComponent <CharacterController2D>();
        animator   = GetComponent <Animator>();
    }
コード例 #49
0
ファイル: Player.cs プロジェクト: RLst/Titan
        void Awake()
        {
            controller = GetComponent <CharacterController2D>();

            // playerColliders = GetComponents<Collider2D>();      //Get all colliders for use with finding terminals and ladders etc
        }
コード例 #50
0
        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();
        }
コード例 #51
0
 void Awake()
 {
     _animator   = GetComponent <Animator>();
     _controller = GetComponent <CharacterController2D>();
     _controller.onControllerCollidedEvent += onControllerCollider;
 }
コード例 #52
0
 public void setParentCharacterController(CharacterController2D parentCharacterController)
 {
     _parentCharacterController = parentCharacterController;
 }
コード例 #53
0
ファイル: Attacker.cs プロジェクト: javirs85/2DGames
 private void Awake()
 {
     controller = this.GetComponent <CharacterController2D>();
 }
コード例 #54
0
 void Start()
 {
     rb     = GetComponent <Rigidbody2D>();
     player = GetComponent <CharacterController2D>();
 }
コード例 #55
0
 void Start()
 {
     _controller = GetComponent <CharacterController2D>();
 }
コード例 #56
0
 public void Start()
 {
     moveDelegate = new MoveDelegate(Idle);
     _controller  = GetComponent <CharacterController2D>();
     layerMask    = 1 << LayerMask.NameToLayer("Wall") | 1 << LayerMask.NameToLayer("Player");
 }
コード例 #57
0
ファイル: Health.cs プロジェクト: GautierChauffert/Teslace
 void Awake()
 {
     characterController = gameObject.GetComponent <CharacterController2D>();
     checkpointManager   = GameObject.FindGameObjectWithTag("CheckpointManager").GetComponent <CheckpointManager>();
 }
コード例 #58
0
 void Awake()
 {
     transform         = gameObject.transform;
     _playerController = target.GetComponent <CharacterController2D>();
 }
コード例 #59
0
 private void Start()
 {
     animator   = GetComponentInChildren <Animator>();
     controller = GetComponent <CharacterController2D>();
 }
コード例 #60
0
 // Start is called before the first frame update
 void Start()
 {
     mover         = gameObject.GetComponent <PlayerMovement>();
     controller    = gameObject.GetComponent <CharacterController2D>();
     waterQuantity = waterMax;
 }