IEnumerator ChapterStart() { CharacterMover playerMover = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterMover>(); playerMover.moveType = CharacterMover.MoveType.LOCK; StartUI.SetActive(true); text = StartUI.GetComponentInChildren <Text>(); yield return(StartCoroutine(StartTextFadeIn())); yield return(new WaitForSeconds(2.0f)); yield return(StartCoroutine(StartTextFadeOut())); StartUI.SetActive(false); objFadeEfx.SetActive(true); fadeEfx.FadeIn(); yield return(StartCoroutine(PartnerEvent())); playerMover.moveType = CharacterMover.MoveType.COMMANDMOVE; note.AddMission("Resque"); avDoor.enabled = false; yield break; }
public AbstractAction(GameObject actor) { this.actor = actor; state = actor.GetComponent(typeof(CharacterState)) as CharacterState; animator = actor.GetComponent(typeof(CharacterAnimator)) as CharacterAnimator; mover = actor.GetComponent(typeof(CharacterMover)) as CharacterMover; actionRunner = actor.GetComponent(typeof(ActionRunner)) as ActionRunner; animationName = null; wrapMode = WrapMode.Once; emotionBodyParts = Emotion.BodyParts.NONE; canStartDialogueWithPC = true; canStartDialogueWithAgents = true; canEndAnyTime = true; //canCancelDuringMovement = true; quickReaction = null; moveToAction = null; started = false; endedASAP = false; endNextRound = false; finished = false; }
//bool isLooping; // Use this for initialization void Start() { //isLooping = false; //TopCGPannel = objTopCGPannel.GetComponent<Image>(); playerMover = FindObjectOfType <CharacterMover>(); }
public override void UpdateMotor(CharacterMover mover) { //variable height if (mover.krJump && mover.velocity.y > 0f) { mover.gravity = new Vector3(0f, mover.gSpeedVariable, 0f); } if (mover.velocity.y <= 0f) { //if (mover.wallSlide) // mover.gravity= new Vector3(0f, mover.gSpeed/5, 0f); //else mover.gravity = new Vector3(0f, mover.gSpeed, 0f); } mover.velocity += mover.gravity * Time.deltaTime; mover.wallSlide = false; mover.velocity = mover.Accelerate(mover.accelDir, mover.velocity, mover.airAccel, mover.maxAirSpeed); //mover.charController.Move (mover.velocity); if (mover.IsGrounded()) { mover.velocity = new Vector3(mover.velocity.x, 0f, mover.velocity.z); mover.currentState = MovementState.walking; mover.wallSlide = false; mover.gravity = new Vector3(0f, mover.gSpeed, 0f); Debug.Log("Switch to walking"); } }
/** * Use this for initialization * Disable if we are not the owner of this gameObject */ void Start() { // if (!(photonView.owner == PhotonNetwork.player) ) { // this.enabled = false; // } mover = GetComponent <CharacterMover>(); }
public override void UpdateMotor(CharacterMover mover) { mover.currentState = MotorState.grappling; lr.SetPosition(0, hand.position); lr.SetPosition(1, Pivot.transform.position); tempVelocity = mover.velocity; // If the player is right clicking as they're swinging, retract the rope if (Input.GetMouseButton(1)) { ropeLength -= retractSpeed * Time.deltaTime; } if (boosting = ((boostDelta -= Time.deltaTime) <= 0 && Input.GetKeyDown(KeyCode.Space))) { boostDelta = boostCooldown; } ropeLength = Mathf.Clamp(ropeLength, minRopeLength, maxRopeLength); currentStatePosition = PendulumUpdate(transform.position, Time.deltaTime, mover); tempVelocity = tempVelocity.magnitude > maxSpeed ? tempVelocity.normalized * maxSpeed : tempVelocity; mover.velocity = tempVelocity; UpdateGrappleArrow(); transform.position = currentStatePosition; }
// we will need this c# magic for our animation state when its in //public bool isMovingTest //{ // set // { // if (Input.GetAxis("Vertical") == 0 && Input.GetAxis("Horizontal") == 0) { isMoving = false; } // else { isMoving = true; } // } // get { return isMoving; } //} // Start is called before the first frame update void Start() { charDirection = this.GetComponent <CharDirection>(); characterMover = this.GetComponent <CharacterMover>(); characterAnimator = this.GetComponent <CharacterAnimator>(); worldInteracter = this.GetComponent <WorldInteracter>(); }
public override void UpdateMotor(CharacterMover mover) { //apply Friction float speed = mover.velocity.magnitude; if (speed != 0) //avoid dividing by zero { float drop = speed * mover.friction * Time.deltaTime; mover.velocity *= Mathf.Max(speed - drop, 0) / speed; //scale the velocity based on friction. } mover.velocity = mover.Accelerate(mover.accelDir, mover.velocity, mover.groundAccel, mover.maxGroundSpeed); //jumping if (mover.kpJump) { mover.velocity = new Vector3(mover.velocity.x, mover.jumpSpeed, mover.velocity.z); mover.gravity = new Vector3(0f, mover.gSpeed, 0f); } //floor no longer beneath us, switch state if (!mover.IsGrounded()) { mover.currentState = MovementState.falling; Debug.Log("Switch to falling"); } }
public override void UpdateMotor(CharacterMover mover) { motorState = MotorState.falling; // Move down at the speed of gravity mover.velocity += (mover.gravity + mover.inputVector) * Time.deltaTime; }
private void Awake() { BPhysicsWorld.Get().AddAction(this); characterMover = GetComponent <CharacterMover>(); inputHandler = GetComponent <InputHandler>(); groundChecker = GetComponent <GroundedChecker>(); }
public override void UpdateMotor(CharacterMover mover) { //apply Friction float speed = mover.velocity.magnitude; if (speed != 0) //avoid dividing by zero { float drop = speed * mover.friction * Time.deltaTime; mover.velocity *= Mathf.Max(speed - drop, 0) / speed; //scale the velocity based on friction. } mover.velocity += mover.gravity * .2f * Time.deltaTime; mover.velocity = mover.Accelerate(mover.accelDir, mover.velocity, mover.groundAccel, mover.maxGroundSpeed); //jumping if (mover.kpJump) { mover.velocity += new Vector3(0f, mover.jumpSpeed, 0f); } //float upwards if (mover.kJump) { mover.velocity += mover.gravity * -.6f * Time.deltaTime; } }
public void InitializeCharacter() { characterInstance.SetCharClass(this.charClass); Debug.Log("Create : " + charClass); Tile startTile = TileManager.GetStartTile(); characterInstance.SetStartTile(startTile); characterInstance.SetIsMine(GameManager.gameManagerInstance.isMyCharacterManager(this)); characterInstance.SetPlayerId(GameManager.GetNetworkViewID(this)); characterInstance.Initialize(); Vector3 spawnTilePosition = characterInstance.GetSpawnTile().gameObject.transform.position; Vector3 spawnPositionOfCharacter = new Vector3(spawnTilePosition.x, spawnTilePosition.y, Unit.Depth); characterInstance.transform.position = spawnPositionOfCharacter; Vector2 characterCoordinate = FieldTileUtility.GetCoordFromPosition(spawnPositionOfCharacter.x, spawnPositionOfCharacter.y); CharacterMover mover = characterInstance.GetComponent <CharacterMover>(); mover.InitializeTileKey((int)(characterCoordinate.x * 100 + characterCoordinate.y)); Camera.main.transform.position = new Vector3(spawnPositionOfCharacter.x, spawnPositionOfCharacter.y, Camera.main.transform.position.z); }
// Start is called before the first frame update void Start() { // get scripts we need charDirection = this.GetComponent <CharDirection>(); characterMover = this.GetComponent <CharacterMover>(); characterAnimator = this.GetComponent <CharacterAnimator>(); }
// State behaviour protected override void LaunchProjectile() { Collider2D enemy = Physics2DUtility.FindClosestTarget(user, preset.SearchRange, preset.HitboxLayer.Character); CharacterMover mover = user.GetComponent <CharacterMover>(); // TODO: Can cache this if you need to // Float //user.GetComponent<CharacterCore>().ApplyFloat(floatDuration, floatDuration); // Initialise projectile Vector2 direction = user.transform.right * preset.ProjectileSpeed; if (enemy != null) { direction = (enemy.transform.position - user.transform.position).normalized * preset.ProjectileSpeed; // Change facing direction of user if (enemy.transform.position.x > user.transform.position.x) // If enemy is to the right of user, face right { mover.FaceRight(true); } else { mover.FaceRight(false); } } InstantiateProjectile(direction, preset.ProjectileDuration).transform.right = direction; }
public override void UpdateMotor(CharacterMover mover) { motorState = MotorState.falling; // Move down at the speed of gravity mover.velocity += gravity; }
private void Start() { aiFighter = GetComponent <Fighter>(); aiMover = GetComponent <CharacterMover>(); health = GetComponent <Health>(); guardPosition = transform.position; guardRotation = transform.rotation; }
private void Awake() { _characterCustomController = GetComponent <CharacterCustomController>(); _transform = this.transform; characterMover = GetComponent <CharacterMover>(); SetState(NPCState.Idling); StartCoroutine(PoiDelay(poiDelay)); }
private void Start() { pathfinding = GetComponent <Pathfinding>(); turnManager = GetComponent <TurnManager>(); combatManager = GetComponent <CombatManager>(); combatAnimationManager = GetComponent <CombatAnimationManager>(); characterMover = GetComponent <CharacterMover>(); }
public override void HandleCollision(CharacterMover mover, ControllerColliderHit hit) { // Check if the hit was below the player character, otherwise they should keep falling if (hit.point.y < transform.position.y - 0.5f) { mover.currentState = MotorState.walking; } }
public void ShowCharacterUpgradePopup(int cardNumber) { GameObject card = cardMovementRef.playerCards [cardNumber]; CardReferences cardRef = card.GetComponent <CardReferences> (); CharacterMover character = cardRef.character.GetComponent <CharacterMover> (); UpgradeController.Instance.ShowCharacterUpgradeDialogue(character, gameRef.upgradeScreenRef); }
public override void HandleCollision(CharacterMover mover, ControllerColliderHit hit) { // Falling so that the falling motor will place them back to a proper distance on the ground just in case it's at an awkward angle if (hit.gameObject.layer == groundLayer) { mover.currentState = MotorState.falling; } }
void OnTriggerEnter(Collider other) { CharacterMover mover = other.gameObject.GetComponent <CharacterMover>(); if (mover != null) { mover.Jump(); } }
//AudioSource AudioSource; private void Start() { //AudioSource = GetComponent<AudioSource>(); characterMover = FindObjectOfType <CharacterMover>(); monsterControl = MonsterControl(); isActive = true; pannelController = new PannelController(); pannelController.pannelRenderer = objMonsterPannel.GetComponent <SpriteRenderer>(); }
void OnTriggerEnter(Collider other) { CharacterMover player = other.gameObject.GetComponent <CharacterMover>(); if (player != null) { player.SendMessage("Victory"); } }
// Use this for initialization void Awake() { mover = GetComponent <CharacterMover>(); input = GetComponent <CharacterInput>(); light = GetComponent <CharacterLight>(); animator = GetComponent <CharacterAnimator>(); m_rigidbody2D = GetComponent <Rigidbody2D>(); m_rigidbody2D.gravityScale = 3.5f; }
void OnTriggerEnter(Collider other) { CharacterMover player = other.gameObject.GetComponent <CharacterMover>(); if (player != null) { player.Kill(); } }
private void Awake() { rb = GetComponent <Rigidbody>(); mover = GetComponent <CharacterMover>(); targetRotation = cam.rotation; DetirmineStance(); }
private void Awake() { cc = GetComponent <CharacterMover>(); player = GameObject.FindGameObjectWithTag("Player"); playerRoomHandler = player.GetComponent <RoomHandler>(); playerPickupHandler = player.GetComponent <PickupHandler>(); roomHandler = GetComponent <RoomHandler>(); detectTime = maxDetectTime; }
public override void UpdateMotor(CharacterMover mover) { float xVel = 0f; float zVel = 0f; //Move along x axis if ((mover.aInput && mover.dInput) || (!mover.aInput && !mover.dInput)) { xVel = 0; } else if (mover.aInput) { xVel = mover.moveSpeed; } else { xVel = -mover.moveSpeed; } //Move along y axis if ((mover.wInput && mover.sInput) || (!mover.wInput && !mover.sInput)) { zVel = 0; } else if (mover.wInput) { zVel = mover.moveSpeed; } else { zVel = -mover.moveSpeed; } mover.velocity = new Vector3(zVel, mover.velocity.y, xVel); //jumping if (mover.jInput) { float yVel = mover.jumpSpeed; mover.velocity += new Vector3(0f, yVel, 0f); } mover.charController.Move(mover.velocity); //Check if ground beneath is gone RaycastHit rayHit; if (Physics.SphereCast(transform.position, mover.radius, Vector3.down, out rayHit, 10f, mover.collisionMask)) { if (rayHit.distance > .5f) { mover.currentState = MovementState.falling; Debug.Log("Switch to falling"); } } }
// Use this for initialization public void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerAnimator = player.GetComponent <Animator>(); playerMover = player.GetComponent <CharacterMover>(); SafeCount = 0; note = FindObjectOfType <Note>(); }
// Use this for initialization void Awake() { mat = GetComponent <Renderer>().material; if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); playerMover = player.GetComponent <CharacterMover>(); maxDistance = playerMover.GetMaxGrappleDistance(); } }
// Use this for initialization void Start() { _mover = gameObject.GetComponent<CharacterMover> (); _memory = gameObject.GetComponent<CharacterMemory> (); needs = new Dictionary<string, int> (); foreach (string need in GameLogic.villagerNeeds) { needs.Add (need,100); } gameObject.name = _memory.Name; }
// Use this for initialization void Start() { _mover = gameObject.GetComponent<CharacterMover> (); _memory = gameObject.GetComponent<CharacterMemory> (); _interface = gameObject.transform.FindChild ("Canvas").gameObject; needs = new Dictionary<string, int> (); foreach (string need in GameLogic.villagerNeeds) { needs.Add (need, 100); } gameObject.transform.FindChild ("Name").GetComponent<TextMesh> ().text = _memory.Name; gameObject.name = _memory.Name; }
void Awake (){ mover = GetComponent<CharacterMover>(); pause = GameObject.Find("PauseState").GetComponent<PauseState>(); }
protected override void InitializeActor() { base.InitializeActor(); world = FindObjectOfType<WorldManager>(); if(world == null) { Debug.Log("ERROR! "+name+" couldn't find the WorldManager on initialization!"); } // Store all anim info to be set in the animator at the end of the frame cachedAnimData = new CachedAnimData(); cachedAnimData.transperency = 1.0f; movementComp = GetComponent<CharacterMover>(); if(movementComp == null) { Debug.Log("WARNING! "+name+" :: Doesn't have a movement component!"); } animator = GetComponent<Animator>(); if(animator == null) { Debug.Log("WARNING! "+name+" :: Doesn't have an animator!"); } animator.logWarnings = false; // Add the blood particle effect at init b/c its so frequently used. The others are added as needed if(bDoesConditionEffects && bloodEffectsPrototype != null) { bloodEffectSystem = AddEffectAttached(bloodEffectsPrototype, Vector3.zero); } health = baseHealth; cachedAnimData.mirroring = Facing.right; bIsDead = false; specialMove = SpecialMove.SM_None; if(!bCanModifyVisibilty) { visibility = MAX_VISIBILITY; } // Ability sets abilities = new List<Ability>(); abilitiesInUse = new List<Ability>(); pendingAbilities = new Queue<Ability>(); // Create the effect heuristic: The effect classes apear in the same order as the effects enum activeEffects = new Effect[NUM_EFFECTS]; activeEffects[(int)EffectType.Burning] = new Effect_HealthDrain(this, EffectType.Burning, 50, 0.3f); activeEffects[(int)EffectType.Bleeding] = new Effect_HealthDrain(this, EffectType.Bleeding, 10, 0.5f); activeEffects[(int)EffectType.Broken] = new Effect_Broken(this, EffectType.Broken); activeEffects[(int)EffectType.Knockdown] = new Effect_Knockdown(this, EffectType.Knockdown); activeEffects[(int)EffectType.Dazed] = new Effect_Daze(this, EffectType.Dazed); activeEffects[(int)EffectType.Poison] = new Effect_HealthDrain(this, EffectType.Poison, 25, 0.5f); activeEffects[(int)EffectType.Blind] = new Effect_Blind(this, EffectType.Blind); // One resistance stat for each effect type resistances = new float[NUM_EFFECTS]; for(int i = 0; i < resistances.Length; i++) { resistances[i] = 0.0f; } // Stat Table: starts out 0'd //stats = new int[NUM_STATS]; //for(int i = 0; i < stats.Length; i++) { // stats[i] = 0; //} inventory = new Inventory(INVENTORY_SIZE); // Just set default attack location to be the torso attackTargetLocation = BodyPart.Torso; nearbyDrops = new List<DroppedItem>(); // Search all children transforms for the shadow one if(transform.childCount > 0) { for(int i = 0; i < transform.childCount; i++) { if(transform.GetChild(i).GetComponent<SpriteRenderer>()) { shadowTransform = transform.GetChild(i); break; } } } }
public void SetMainCharacter(CharacterMover mainCharacter) { MainCharacter = mainCharacter; }
protected virtual void Start() { animator = GetComponent<Animator>(); mover = GetComponent<CharacterMover>(); }
void Start() { mover = GetComponent<CharacterMover>(); animator = GetComponent<Animator>(); skill = GetComponent<CharacterMoveAttack>(); //singleAttack = GetComponent<CharacterSingleAttack>(); cameraMove = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraMove>(); activeTime = ActiveTimeCreater.Instance.CreateActiveTime(this); SetActiveTimeEventHandler(); SetPositionOnTile(); activeCircle.SetActive(false); DisableActionMode(); CreateCharacterUI(); //Init(); }
public void SetSelecterCharacter(CharacterMover selectedCharacter) { currentSelectedCharacter = selectedCharacter; }