protected virtual void Initialization() { _character = GetComponent <CharacterMotor2D>(); _controller = GetComponent <CController>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _characterGravity = GetComponent <CharacterGravity>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _health = GetComponent <Health>(); //BindAnimator(); //_sceneCamera = _character.SceneCamera; _inputManager = _character.LinkedInputManager; _state = _character.CharacterState; if (GetComponent <InputManager>() == null) { _character.LoadStates(_movement); _character.LoadCondition(_condition); } else { _movement = _character.MovementState; _condition = _character.ConditionState; } AbilityPermitted = true; if (_character.MovementState == null) { print(""); } _abilityInitialized = true; }
private void Awake() { m_Motor = GetComponent <CharacterMotor2D>(); m_InputDriver = GetComponent <BaseInputDriver>(); if (m_InputDriver == null) { Debug.LogWarning("An InputDriver is needed for a BasicCharacterController2D"); } }
public ContactInfo(CharacterMotor2D motor, float contactRatio, EdgeCollider2D edge, int edgePoint, bool side, bool isEdgeContact, float angle) { this.motor = motor; this.contactRatio = contactRatio; this.edge = edge; this.edgePoint = edgePoint; this.side = side; this.isEdgeContact = isEdgeContact; this.angle = angle; }
protected virtual void Initialization() { _controller = GetComponent <CController>(); _character = GetComponent <CharacterMotor2D>();// _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _health = GetComponent <Health>(); _startPosition = transform.position; _direction = _character.IsFacingRight ? Vector2.right : Vector2.left; _initialDirection = _direction; _initialScale = transform.localScale; WalkBehaviour = WalkBehaviours.MoveOnSight; }
// Initialization void Start() { // Get character motor object for handling movement characterMotor = GetComponent <CharacterMotor2D> (); // calculate gravity and jump velocity from jumpHeight and timeToJumpApex // this is because those types of variables are easier for fiddling with and such for game feel gravity = calculateGravity(); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; // Debug information print("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); }
void Start() { motor = GetComponent <CharacterMotor2D> (); motor.setPrimaryCallback(new TightPrimaryCallback()); direction = Direction.free; speed = Vector2.zero; leftSpeed = 0; rightSpeed = 0; leaped = false;; leapFrame = 0; leapNormal = Vector2.zero; }
// Update is called once per frame void Update() { SpriteRenderer sprite = GetComponent <SpriteRenderer> (); CharacterMotor2D character = GetComponent <CharacterMotor2D> (); float dir = character.velocity.x; if (dir < 0) { sprite.flipX = true; } else if (dir > 0) { sprite.flipX = false; } }
/// <summary> /// On Update, we make sure we have a controller and a live character, and if we do, we apply a force to it /// </summary> protected virtual void Update() { if (_controller == null) { return; } if (_character.ConditionState.CurrentState == CharacterStates.CharacterConditions.Dead) { _character = null; _controller = null; return; } _controller.AddHorizontalForce(AddedForce.x); _controller.AddVerticalForce(Mathf.Sqrt(2f * AddedForce.y * -_controller.Parameters.Gravity)); }
public override void Awake() { base.Awake(); _motor = GetComponent <CharacterMotor2D>(); _gravity = GetComponent <CharacterGravity>(); OnCollisionGroundEvent = _motor.OnCollision .Where(x => x.IsGroundCollision(60f)); OnLandOnGroundEvent = OnCollisionGroundEvent .Where(x => !Ground.IsOn); OnCollisionWallLeftEvent = _motor.OnCollision .Where(x => x.IsWallLeftCollision(30f)); OnCollisionWallRightEvent = _motor.OnCollision .Where(x => x.IsWallRightCollision(30f)); }
void Start() { motor = GetComponent <CharacterMotor2D>(); }
/// <summary> /// On trigger exit, we lose all reference to the controller and character /// </summary> /// <param name="collision"></param> protected virtual void OnTriggerExit2D(Collider2D collision) { _controller = null; _character = null; }
/// <summary> /// Triggered when a CorgiController collides with the surface /// </summary> /// <param name="collider">Collider.</param> public virtual void OnTriggerStay2D(Collider2D collider) { _controller = collider.gameObject.GetComponentNoAlloc <CController>(); _character = collider.gameObject.GetComponentNoAlloc <CharacterMotor2D>(); }
private void Awake() { motor = GetComponent <CharacterMotor2D>(); }