private void DoUpdate(GameManager.UpdateData data) { for (int i = emitters.Count - 1; i >= 0; i--) { emitters[i].DoUpdate(data); } }
public virtual void DoUpdate(GameManager.UpdateData data) { if (decorator != null) { decorator.DoUpdate(data); } }
public virtual void HandlePhysics(GameManager.UpdateData data, Vector3?frictionOverride, Vector3?gravityOverride) { if (backgroundDistance < onLayer) { backgroundDistance = onLayer; } if (groundFound || wallFound) { _bodyCollider.transform.localScale = new Vector3(1, 1, onLayer); _groundCheck.transform.localScale = new Vector3(1, 1, onLayer); _rightWallCheck.transform.localScale = new Vector3(1, 1, onLayer); _leftWallCheck.transform.localScale = new Vector3(1, 1, onLayer); _ceilingCheck.transform.localScale = new Vector3(1, 1, onLayer); } else { bool passThrough = lastAction == AgentManager.Instance.settings.propPassThroughAction && activeActionValue > 0; bool wallCollide = lastAction == AgentManager.Instance.settings.propCollideAction && activeActionValue > 0; _bodyCollider.transform.localScale = new Vector3(1, 1, 1); _groundCheck.transform.localScale = new Vector3(1, 1, (passThrough ? 1 : backgroundDistance)); _rightWallCheck.transform.localScale = new Vector3(1, 1, (wallCollide ? backgroundDistance : 1)); _leftWallCheck.transform.localScale = new Vector3(1, 1, (wallCollide ? backgroundDistance : 1)); _ceilingCheck.transform.localScale = new Vector3(1, 1, 1); } physicsBody.HandleGravity(data, gravityOverride); physicsBody.HandleFriction(frictionOverride); }
private void DoUpdate(GameManager.UpdateData data) { for (int i = props.Count - 1; i >= 0; i--) { props[i].DoUpdate(data); } }
public void DoUpdate(GameManager.UpdateData data) { if (!_particleSystem.IsAlive()) { Destroy(gameObject); return; } }
public override void DoUpdate(GameManager.UpdateData data) { if (controlQueue.Count > 0) { SubmitAction(); } if (activeActionValue != 0) { Control control = Control.Horizontal; switch (lastAction) { case Action.MoveForward: control = Control.Horizontal; break; case Action.MoveBack: control = Control.Horizontal; break; case Action.MoveUp: control = Control.Vertical; break; case Action.MoveDown: control = Control.Vertical; break; case Action.Jump: control = Control.Jump; break; case Action.AttackBack: control = Control.Attack; break; case Action.AttackDown: control = Control.Attack; break; case Action.AttackForward: control = Control.Attack; break; case Action.AttackUp: control = Control.Attack; break; } if (controlState[control] == 0) { PerformAction(lastAction, 0); } } base.DoUpdate(data); }
void DoUpdate(GameManager.UpdateData data) { for (int i = sources.Count - 1; i >= 0; i--) { if (sources[i] == null || !sources[i].isPlaying) { sources.RemoveAt(i); } } }
public void HandleGravity(GameManager.UpdateData data, Vector3?gravityOverride) { if (!useGravity) { return; } Vector3 gravity = gravityOverride ?? EnvironmentManager.Instance.GetEnvironment().gravity; AddVelocity(gravity * data.deltaTime); }
void DoUpdate(GameManager.UpdateData data) { if (GameManager.Instance.State != GameManager.GameState.menu && GameManager.Instance.State != GameManager.GameState.pause) { return; } foreach (Menu menu in menues) { menu.DoUpdate(data); } }
public virtual void Update(GameManager.UpdateData data, float value) { if (updateStrategies == null) { return; } foreach (UpdateTechStrategy strategy in updateStrategies) { strategy.Update(this, data, value); } }
public override void Update(Technique tech, GameManager.UpdateData data, float value) { if (Mathf.Abs(tech.owner.physicsBody.velocity.x) < maxSpeed || Mathf.Sign(value) != Mathf.Sign(tech.owner.physicsBody.velocity.x)) { Vector3 velDelta = (tech.owner.isFacingRight ? Vector3.right : Vector3.left) * (acceleration * data.deltaTime * value); tech.owner.physicsBody.AddVelocity(velDelta); } tech.owner.HandlePhysics(data); tech.owner.HandleAnimation(); }
public void DoUpdate(GameManager.UpdateData data) { bool anyKeyThisFrame = HandleKeys(); HandleAxes(); if (anyKeyThisFrame) { if (AnyInput != null) { AnyInput(1); } } }
void DoFixedUpdate(GameManager.UpdateData data) { if (shakeDuration > 0) { float xVal = Random.Range(-shakeRadius, shakeRadius); float yVal = Random.Range(-shakeRadius, shakeRadius); _camera.transform.localPosition = new Vector3(xVal, yVal, cameraZDistance); shakeRadius -= shakeRadius * (data.deltaTime / shakeDuration); shakeDuration -= data.deltaTime; } else { _camera.transform.localPosition = new Vector3(0, 0, cameraZDistance); } }
protected override void DoFixedUpdate(GameManager.UpdateData data) { if (target == null) { return; } Vector3 targetPosition = target.position; if (offsetByTargetVelocity) { PhysicsBody targetBody = target.GetComponent <PhysicsBody>(); if (targetBody != null) { targetPosition += targetBody.velocity; } } Vector3 offset = targetPosition - cameraBase.transform.position; if (Mathf.Sign(velocity.x) != Mathf.Sign(offset.x)) { velocity.x = velocity.x * (1 - dampening); } velocity.x += (offset.x / deadZone.x) * acceleration * data.deltaTime; if (Mathf.Sign(velocity.y) != Mathf.Sign(offset.y)) { velocity.y = velocity.y * (1 - dampening); } velocity.y += (offset.y / deadZone.y) * acceleration * data.deltaTime; if (velocity.magnitude > 0) { velocity = velocity * (1 - friction); if (velocity.magnitude < stopSpeed) { velocity = new Vector3(); } } Vector3 oldPosition = cameraBase.transform.position; cameraBase.Move(velocity, true); velocity = cameraBase.transform.position - oldPosition; }
public override void Update(Technique tech, GameManager.UpdateData data, float value) { Vector3?friction = new Vector3(); Vector3?gravity = null; if (tech.owner.physicsBody.velocity.y >= 0) { gravity = EnvironmentManager.Instance.GetEnvironment().gravity *gravityMultiplier; tech.owner.animator.SetBool("WallRunning", true); } else { friction = tech.owner.physicsBody.frictionCoefficients * frictionMultiplier; tech.owner.animator.SetBool("WallRunning", false); } tech.owner.HandlePhysics(data, friction, gravity); }
public override void Update(Technique tech, GameManager.UpdateData data, float value) { double charge = (tech.GetBlackboardData("charge") as double?) ?? 0.0; if (charge < minimumCharge) { tech.SetBlackboardData("charge", minimumCharge); } else if (charge < maximumCharge) { tech.SetBlackboardData("charge", charge + (chargeRate * data.deltaTime)); } if (tech.owner.slideParticle != null) { tech.owner.slideParticle.enabled = true; } tech.owner.HandlePhysics(data, tech.owner.physicsBody.frictionCoefficients * frictionMultiplier); }
public virtual void DoUpdate(GameManager.UpdateData data) { if (slideParticle != null) { slideParticle.enabled = false; } CheckState(); HandleTechniques(); if (ValidActiveTechnique()) { activeTechnique.Update(data, _activeActionValue); } else { if (slideParticle != null) { slideParticle.enabled = true; } HandlePhysics(data); HandleAnimation(); } }
public virtual void HandlePhysics(GameManager.UpdateData data, Vector3?frictionOverride) { HandlePhysics(data, frictionOverride, null); }
public void DoUpdate(GameManager.UpdateData data) { }
protected override void DoFixedUpdate(GameManager.UpdateData data) { Vector2 fixedMotion = motion * data.deltaTime; cameraBase.Move(fixedMotion, true); }
protected override void DoFixedUpdate(GameManager.UpdateData data) { HandleZoom(); HandleMovement(); }
public override void Update(Technique tech, GameManager.UpdateData data, float value) { tech.owner.HandlePhysics(data); return; }
public abstract void Update(Technique tech, GameManager.UpdateData data, float value);
public virtual void HandlePhysics(GameManager.UpdateData data) { HandlePhysics(data, null, null); }
protected virtual void DoFixedUpdate(GameManager.UpdateData data) { // No action }