Inheritance: MonoBehaviour
コード例 #1
0
    void Start()
    {
        theEnemyCharacterMotor = gameObject.GetComponent<CharacterMotor2> ();
        thePlayerCharacterMotor = GameObject.Find ("Player").GetComponent<CharacterMotor2> ();

        //Using "ThePlayerCharacterMotor" to find this to avoid having to search through everything again.
        thePlayerGrounded = thePlayerCharacterMotor.GetComponentInChildren<GroundCheck> ();
    }
コード例 #2
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ファイル: Control.cs プロジェクト: harjup/ChillTreasureTime
    // Use this for initialization
	void Start ()
	{
	    _particleSystem = GetComponentInChildren<ParticleSystem>();
	    _particleSystem.playbackSpeed = 4;
        _particleSystem.gameObject.SetActive(false);
	    _rigidbody = GetComponent<Rigidbody>();
	    _animator = GetComponentInChildren<Animator>();
	    _groundCheck = GetComponentInChildren<GroundCheck>();
	}
コード例 #3
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ファイル: Jump2D.cs プロジェクト: Dunmord/UnityMegamanX
 public void Jump(Animator myAnimator, Rigidbody2D myRigidbody2D, GroundCheck groundCheck)
 {
     if(groundCheck.grounded && !lockJump)
     {
         lockJump = true;
         if(!myAnimator.GetCurrentAnimatorStateInfo(0).IsName(jumpAnimationName))
         {
             myAnimator.SetTrigger(jumpAnimationTriggerName);
             myRigidbody2D.AddForce(jumpForce);
         }
         Invoke("UnlockJump", lockTime);
     }
 }
コード例 #4
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    void Start()
    {
        RB = GetComponent <Rigidbody>();
        //Agent = GetComponent<NavMeshAgent>();
        Grounded = GetComponent <GroundCheck>();

        Path = new NavMeshPath();

        // Agent.updatePosition = false;
        // Agent.updateRotation = false;
        // Agent.updateUpAxis = false;

        NavTarget = Player.transform;
    }
コード例 #5
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ファイル: Actor.cs プロジェクト: AlexeiAj/PlatformGame2D
    protected void Start()
    {
        actor = gameObject;
        actorTf = actor.transform;
        actorRb = actor.GetComponent<Rigidbody2D>();
        effects = GetComponent<ActorEffects>();
        hand = getChildGameObject(gameObject, "Hand");

        groundCheck = new GroundCheck((getChildGameObject(gameObject, "GroundCheck")).transform, LayerMask.GetMask("Ground"), effects, shakeCamera);
        animations = new ActorAnimations(GetComponent<Animator>());
        move = new Move(actor, actorRb, groundCheck, animations);
        weapon = new Weapon(actor, LayerMask.GetMask("Sword"), hand, startWithWeapon);
        jump = new Jump(actor, actorRb, groundCheck, animations, effects, hand, weapon);
    }
コード例 #6
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    // Use this for initialization
    void Start()
    {
        PlayerState = State.OnGround;

        jump  = GetComponent <Jump>();
        pms   = GetComponent <PlayerMovementSmooth>();
        climb = GetComponent <Climb>();
        lame  = GetComponent <LadderMovement>();

        whip = GetComponentInChildren <Whip>();
        gc   = GetComponentInChildren <GroundCheck>();

        playerCollider = GetComponent <BoxCollider2D>();
    }
コード例 #7
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ファイル: Player.cs プロジェクト: bak301/SMBClone
    private float facing; // -1 : left , 1 : right


    // Start is called before the first frame update
    void Start()
    {
        isGrounded = true;
        isDashing  = false;
        state      = State.GROUND;
        facing     = 1;
        player     = GetComponent <Transform>();
        rend       = GetComponent <SpriteRenderer>();
        party      = "player";

        leftCollider  = GetComponentInChildren <LeftSideCollider>();
        rightCollider = GetComponentInChildren <RightSideCollider>();
        groundCheck   = GetComponentInChildren <GroundCheck>();
        headCheck     = GetComponentInChildren <HeadCheck>();
    }
コード例 #8
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    void Reset()
    {
        // Get head ( ͡° ͜ʖ ͡°)
        head = GetComponentInChildren <Camera>().transform;

        // Get the capsule collider
        capsuleCollider = GetComponentInChildren <CapsuleCollider>();

        // Get or create the groundCheck object.
        groundCheck = GetComponentInChildren <GroundCheck>();
        if (!groundCheck)
        {
            groundCheck = GroundCheck.Create(transform);
        }
    }
コード例 #9
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 void Start()
 {
     state       = GetComponent <Player_State>();
     animator    = GetComponent <Player_Animator>();
     timers      = GetComponent <Player_Timers>();
     attributes  = state.attributes;
     groundCheck = gameObject.transform.GetChild(1).gameObject.GetComponent <GroundCheck>();
     ReceiveValues();
     moveSpeed         = attributes.moveSpeed;
     jumpVelocity      = attributes.jumpVelocity;
     diveSpeed         = attributes.diveSpeed;
     landingTime       = attributes.landingTime;
     diveAttackTime    = attributes.diveAttackTime;
     diveCollisionMask = attributes.diveCollisionMask;
 }
コード例 #10
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ファイル: Jump.cs プロジェクト: AlexeiAj/PlatformGame2D
    public Jump(GameObject actor, Rigidbody2D actorRb, GroundCheck groundCheck, ActorAnimations animations, ActorEffects effects, GameObject hand, Weapon weapon)
    {
        this.actor       = actor;
        this.actorTf     = actor.transform;
        this.actorRb     = actorRb;
        this.groundCheck = groundCheck;
        this.animations  = animations;
        this.effects     = effects;
        this.hand        = hand;
        this.weapon      = weapon;

        timeBtwJump      = startTimeBtwJump;
        timeBtwWallJump  = startTimeBtwWallJump;
        timeBtwJumpTrail = startTimeBtwJumpTrail;
    }
コード例 #11
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    // Start is called before the first frame update
    void Start()
    {
        GroundCheck groundCheck = GetComponent <GroundCheck>();
        Animator    anim        = GetComponent <Animator>();

        anim.SetBool("Ground", groundCheck.OnGround);
        groundCheck.GroundOut += () => anim.SetBool("Ground", groundCheck.OnGround);
        groundCheck.GroundIn  += () => anim.SetBool("Ground", groundCheck.OnGround);

        Rigidbody2D rb = GetComponent <Rigidbody2D>();

        GetComponent <Damageable>().damageAction += (n) =>
        {
            rb.AddForce(15 * Mathf.Sign(n.transform.lossyScale.x) * Vector2.right, ForceMode2D.Impulse);
        };
    }
コード例 #12
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    private Transform tm;                                          // Shorthand reference for "transform" - I do this to reduce typing.

    /** Grab references to all of the components we'll be contacting, such as animator and transform.
     * This function is called before the game starts; without doing this, we'll get a lot of errors and
     * won't be able to move, animate, or get our player working.
     */
    private void Awake()
    {
        if (instance == null)           // Set up the Singleton Design pattern.
        {
            instance = this;
        }
        anim             = GetComponent <Animator>();
        audi             = GetComponent <AudioSource>();
        rb               = GetComponent <Rigidbody2D>();
        sr               = GetComponent <SpriteRenderer>();
        tm               = GetComponent <Transform>();
        groundCheck      = Transform.FindObjectOfType <GroundCheck>();
        groundCheck.anim = this.anim;

        interactBox.SetActive(false);         // Deactivate the interaction hitbox.
    }
コード例 #13
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ファイル: Death.cs プロジェクト: rossbrinkman/Scootin-
    private void Start()
    {
        scooter_rb               = scooter.GetComponent <Rigidbody>();
        rag                      = GetComponentInChildren <Ragdoll>();
        movement                 = GetComponent <Movement>();
        movement_M               = GetComponent <Movement_Mobile>();
        groundCheck              = GetComponentInChildren <GroundCheck>();
        stateManager             = GetComponent <PlayerStateManager>();
        forwardMovement          = GetComponent <ForwardMovement>();
        horizontalMovement       = GetComponent <HorizontalMovement>();
        horizontalMovementMobile = GetComponent <HorizontalMovement_Mobile>();
        jump                     = GetComponent <Jump>();
        jumpMobile               = GetComponent <Jump_Mobile>();

        gameOver = gameOverObject.GetComponent <GameOver>();
    }
コード例 #14
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    // Start is called before the first frame update
    void Start()
    {
        rb2D    = gameObject.GetComponent <Rigidbody2D>();
        gCheck  = gameObject.GetComponentInChildren <GroundCheck>();
        pSprite = gameObject.GetComponentInChildren <PlayerSprite>();

        filaMovimentos = new Queue <TipoMove>(qtdMov);
        for (int i = 0; i < qtdMov; i++)
        {
            filaMovimentos.Enqueue(FilaRand());
        }
        hudSetas.SetTamanhoPainel(qtdMov);
        hudSetas.RefreshPainel(GetFilaMovs());

        //InvokeRepeating("FilaCycle", cooldown, cooldown);
    }
コード例 #15
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    void Start()
    {
        groundCheck = GetComponentInChildren <GroundCheck>();
        rb2d        = GetComponent <Rigidbody2D>();

        if (GameManager.instance.DebugMode)
        {
            if (!X && !Y)
            {
                Debug.LogWarning("Neither X or Y enabled, enable one or both.");
            }
            if (!this.CheckForComponent <Rigidbody2D>())
            {
                Debug.LogWarning("Rigidbody Not Found On Player");
            }
        }
    }
コード例 #16
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    private void Start()
    {
        _gc             = GetComponent <GroundCheck>();
        _kc             = FindObjectOfType <KillCounter>();
        _grounded       = true;
        _inCombat       = false;
        _freezeMovement = false;
        _attackTimer    = 0f;
        _baseScale      = _parent.localScale.x;
        _attackCooldown = Random.Range(_attackCooldownMM.x, _attackCooldownMM.y);

        _layerMask = ~(LayerMask.GetMask("Enemies"));
        Vector3 startPos = _obstacleCheckOffset;

        startPos.x  *= Mathf.Sign(_parent.localScale.x);
        _playerCheck = Physics2D.Raycast(transform.position + startPos, Vector2.left * Mathf.Sign(_parent.localScale.x), _combatRange);
        _patrolling  = StartCoroutine(Patrol());
    }
コード例 #17
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    private void Start()
    {
        GroundCheck      = GetComponent <GroundCheck>();
        PlayerThrust     = GetComponent <PlayerThrust>();
        PlayerTurn       = GetComponent <PlayerTurn>();
        PlayerCarve      = GetComponent <PlayerCarve>();
        PlayerFriction   = GetComponent <PlayerGroundFriction>();
        PlayerDash       = GetComponent <PlayerDash>();
        PlayerBoost      = GetComponent <PlayerBoost>();
        PlayerJump       = GetComponent <PlayerJump>();
        PlayerAirControl = GetComponent <PlayerAirControl>();
        QuadraticDrag    = GetComponent <QuadraticDrag>();
        CenterOfMass     = GetComponent <CustomCenterOfMass>();
        RB     = GetComponent <Rigidbody>();
        Combat = GetComponent <CombatController>();

        CanCarve = true;
    }
コード例 #18
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    //TODO FALLING THROUGH PLATFORMS

    void Start()
    {
        m_inputHandler      = GetComponent <InputHandler>();
        m_physicsController = GetComponent <PhysicsController>();
        m_groundCheck       = GetComponent <GroundCheck>();
        m_actorReference    = GetComponent <Actor>();
        m_isJumping         = true;
        groundCheck         = true;
        m_capAcceleration   = true;

        if (transform.localRotation.y == 0.0f)
        {
            m_facingRight = true;
        }
        else
        {
            m_facingRight = false;
        }
    }
コード例 #19
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    void Start()
    {
        rb          = GetComponent <Rigidbody2D>();
        sr          = GetComponent <SpriteRenderer>();
        groundCheck = GetComponentInChildren <GroundCheck>();
        grabCheck   = GetComponentInChildren <GrabCheck>();
        animator    = GetComponent <Animator>();

        Assert.IsNotNull(groundCheck);
        Assert.IsNotNull(rb);
        Assert.IsNotNull(sr);

        //rb.constraints = RigidbodyConstraints2D.FreezeRotation;

#if UNITY_EDITOR
        mousePressedPosition = new Vector2[1];
#elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
        mousePressedPosition = new Vector2[5];
#endif
    }
コード例 #20
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        void Start()
        {
            rb = gameObject.GetComponent <Rigidbody>();

            navAgent = gameObject.GetComponent <NavMeshAgent>();

            controller = gameObject.GetComponent <CharacterController>();

            groundChecker = gameObject.GetComponentInChildren <GroundCheck>();

            lookAtVector = Vector3.forward;

            actionQueue = new Queue <Command>();

            groundIK = GetComponentInChildren <GrounderFBBIK>();

            groundIK.enabled = false;
            lookIK.enabled   = false;
            ikMod.enabled    = false;
        }
コード例 #21
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ファイル: AdManager.cs プロジェクト: AfifahIlyana/SurvivalCat
    private void ResetContinue()
    {
        PlayerHealth playerHealth = player.GetComponent <PlayerHealth>();
        GroundCheck  platform     = player.GetComponent <GroundCheck>();
        MyUIManager  uiManager    = GameObject.Find("Canvas").GetComponent <MyUIManager>();

        playerHealth.ResetHealth(player.GetComponent <PlayerData>());

        uiManager.ResetHealthUpdate();

        player.transform.position = new Vector3(platform.lastPlatform.transform.position.x, platform.lastPlatform.transform.position.y + 4f, platform.lastPlatform.transform.position.z);

        //Debug.Log(platform.lastPlatform.transform.position);

        GameOver gameOver = GameObject.Find("Canvas").GetComponent <GameOver>();

        gameOver.ContinueGame();

        Debug.Log(gameObject.name);
        gameObject.SetActive(false);
    }
コード例 #22
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        public override void Process()
        {
            base.Process();

            if (Slide.Active)
            {
                Slide.Process();
            }
            else
            {
                Speed.Calculate(Control.AbsoluteScale, speedModifiers);
                Direction.Calculate();
            }

            Jump.Process();

            GroundCheck.Do();

            velocity = Direction.Forward * Speed.Value.y + Direction.Right * Speed.Value.x;
            velocity = Vector3.ProjectOnPlane(velocity, GroundCheck.Resault.hit.normal);
        }
コード例 #23
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    // Sets the player components needed by the controller on initialisation
    void Start()
    {
        rigid = GetComponent <Rigidbody2D>();

        GameObject healthGameObject;

        if (this.playerNumber == 1)
        {
            healthGameObject = GameObject.FindWithTag("P1HealthText");
        }
        else
        {
            healthGameObject = GameObject.FindWithTag("P2HealthText");
        }
        healthText = healthGameObject.GetComponent <Text>();
        GroundCheck groundCheck = GetComponentInChildren <GroundCheck>();

        groundCheck.setPlayer(this);
        animator     = GetComponent <Animator>();
        playerSprite = this.gameObject.GetComponent <SpriteRenderer>();
        gameManager  = FindObjectOfType <GameManager>();
    }
コード例 #24
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 void Start()
 {
     unlocks          = GetComponentInParent <PlayerUnlocks>();
     rb2d             = GetComponent <Rigidbody2D>();
     anim             = GetComponent <Animator>();
     groundCheck      = GetComponent <GroundCheck>();
     this.facingRight = false;
     currentHP        = unlocks.maxHP;
     currentEnergy    = unlocks.maxEnergy;
     maxEnergy        = 5;
     cyanMaterial     = Resources.Load <Material>("Shaders/CyanFlash");
     spr             = GetComponent <SpriteRenderer>();
     defaultMaterial = GetComponent <SpriteRenderer>().material;
     gunEyes         = transform.Find("GunEyes").transform;
     gun             = GetComponentInChildren <Gun>();
     interaction     = GetComponentInChildren <InteractAppendage>();
     Flip();
     ResetAirJumps();
     lastSafeOffset  = this.transform.position;
     speedLimiter    = GetComponent <SpeedLimiter>();
     spriteRenderers = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>(includeInactive: true));
 }
コード例 #25
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ファイル: Jump.cs プロジェクト: HUTeachers/HU18
    // Use this for initialization
    void Start()
    {
        //finder scriptet GroundCheck, så det kan undersøges om figuren er grounded
        groundCheck = gameObject.GetComponentInChildren <GroundCheck>();
        wallCheck   = gameObject.GetComponentInChildren <WallCheck>();


        remainingJumps = JumpCount;

        if (GameManager.instance.DebugMode)
        {
            if (!this.CheckForComponent <Rigidbody2D>())
            {
                Debug.LogWarning("RigidBody Missing from Jump");
            }

            if (JumpPower < 1f || JumpCount < 1)
            {
                Debug.LogWarning("JumpPower or JumpCount too low");
            }
        }
    }
コード例 #26
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    // Start is called before the first frame update
    void Start()
    {
        //Health
        canTakeDamage = true;
        currentHP     = maxHP;

        //Movement
        cameraGO    = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraControls>();
        groundCheck = GameObject.Find("GroundCheck").GetComponent <GroundCheck>();

        //Animation
        //anim = GameObject.Find("aj@Idle").GetComponent<Animator>();

        //Audio
        audioSource = this.GetComponent <AudioSource>();
        playOnce    = true;
        isAlive     = true;

        //UI
        imageTeleport = GameObject.Find("teleportUI").GetComponent <Image>(); //getting image
        imageDeath    = GameObject.Find("deathUI").GetComponent <Image>();

        teleportFade = imageTeleport.color; //getting color from image
        deathFade    = imageDeath.color;

        teleportFadeFloat = 1f; //creating alpha channel (0-1)
        deathFadeFloat    = 0f;

        teleportFade.a = teleportFadeFloat; //setting alpha channel for the color
        deathFade.a    = deathFadeFloat;

        imageTeleport.color = teleportFade; //setting color to image
        imageDeath.color    = deathFade;

        teleportFadeBool = false; //setting bool to change alpha for teleport image

        //Cursor.lockState = CursorLockMode.Locked;
    }
コード例 #27
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 void Start()
 {
     unlocks          = GetComponentInParent <SaveWrapper>().save.unlocks;
     rb2d             = GetComponent <Rigidbody2D>();
     anim             = GetComponent <Animator>();
     groundCheck      = GetComponent <GroundCheck>();
     options          = GlobalController.save.options;
     this.facingRight = false;
     cyanMaterial     = Resources.Load <Material>("Shaders/CyanFlash");
     spr              = GetComponent <SpriteRenderer>();
     defaultMaterial  = GetComponent <SpriteRenderer>().material;
     gunEyes          = transform.Find("GunEyes").transform;
     gun              = GetComponentInChildren <Gun>();
     interaction      = GetComponentInChildren <InteractAppendage>();
     lastSafeOffset   = this.transform.position;
     speedLimiter     = GetComponent <SpeedLimiter>();
     spriteRenderers  = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>(includeInactive: true));
     combatActives    = GetComponentsInChildren <ActiveInCombat>(includeInactive: true);
     diamondShine     = Resources.Load("Effects/DiamondShine") as GameObject;
     airAttackTracker = GetComponent <AirAttackTracker>();
     RefreshAirMovement();
     deathEvent = Resources.Load("ScriptableObjects/Events/Player Death") as GameEvent;
 }
コード例 #28
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    // Start is called before the first frame update
    void Start()
    {
        attackCommand = GetComponent <PlayerAttack>();

        rb   = GetComponent <Rigidbody2D>();
        anim = GetComponent <Animator>();

        groundCheck = GetComponent <GroundCheck>();


        //jumpCommand = new JumpCommand(rb, jumpHeight);
        jumpCommand = GetComponent <JumpCommand>();
        //lampCommand = GetComponent<LampCommand>();
        //используем Input.GetAxis для оси Х. метод возвращает значение оси в пределах от -1 до 1.
        //при стандартных настройках проекта
        //-1 возвращается при нажатии на клавиатуре стрелки влево (или клавиши А),
        //1 возвращается при нажатии на клавиатуре стрелки вправо (или клавиши D)
        motion      = GetComponent <MoveXCommand>();
        lampCommand = GetComponent <LampCommand>();


        //lampButtonIsPressed = () => Input.GetKeyDown(lampButton);
        lampButtonIsPressed = () => false;


        PickUpEvent.Action += (s) =>
        {
            switch (s)
            {
            case "lamp":
                lampButtonIsPressed = () => Input.GetKeyDown(lampButton);
                break;
            }
        };

        transform.GetComponent <PlayerAttack>().attacker.AttackTrigger = () => Input.GetKeyUp(KeyCode.Z);
    }
コード例 #29
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 void Awake()
 {
     animator = GetComponent<Animator>();
     groundCheck = GetComponentInChildren<GroundCheck>();
 }
コード例 #30
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ファイル: PlayerScript.cs プロジェクト: dubipet159/firstGit
 private void Awake()
 {
     groundCheck = GetComponent <GroundCheck> ();
     moveFunc    = GetComponent <moveFunctions> ();
 }
コード例 #31
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 private void Awake()
 {
     m_Rigidbody   = GetComponent <Rigidbody>();
     m_GroundCheck = GetComponent <GroundCheck>();
 }
コード例 #32
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ファイル: Movement.cs プロジェクト: Kotshi/mana_potion
 // Use this for initialization
 void Start()
 {
     children = gameObject.GetComponentInChildren<GroundCheck>();
     children.JumpCount = JumpAmount;
     rg2d = gameObject.GetComponent<Rigidbody2D>();
 }
コード例 #33
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 void Reset()
 {
     // Try to get groundCheck.
     groundCheck = GetComponentInChildren <GroundCheck>();
 }
コード例 #34
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ファイル: FallHandler.cs プロジェクト: klEx0n/DIaM
 // Use this for initialization
 void Start()
 {
     // Get needed Objects
     levelHandler = GameObject.FindGameObjectWithTag("GameController").GetComponent<LevelBlockHandler>();
     grounded = GameObject.FindGameObjectWithTag("GroundChk").GetComponent<GroundCheck>();
 }
コード例 #35
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ファイル: movement.cs プロジェクト: mysteryDate/Gridder
 void Start()
 {
     myGround = GetComponent<GroundCheck> ();
 }
コード例 #36
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ファイル: PlayerController.cs プロジェクト: p-buse/break
 void Awake()
 {
     this.resetting = false;
     // Set our activate cooldown
     this.activateTimer = 0;
     // Find our game controller
     this.gameController = FindObjectOfType<GameControllerScript>();
     int levelCompletionTime = FindObjectOfType<LevelStats>().levelCompletionTime;
     // Allocate enough space in the array for recorded input
     this.recordedInput = new CapturedInput[levelCompletionTime];
     this.groundCheck = GetComponent<GroundCheck>();
     this.playerColor = GetComponent<SpriteRenderer>().color;
     this.originalPosition = transform.position;
     this.currentInput = new CapturedInput();
     this.activatorsList = new Hashtable();
     this.overwriteLoop = false;
 }
コード例 #37
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 // Use this for initialization
 void Start()
 {
     theGroundCheck = GetComponentInChildren<GroundCheck> ();
     theCharacterMotor = GetComponent<CharacterMotor2> ();
 }
コード例 #38
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 private void Awake()
 {
     playerRigidbody = GetComponent <Rigidbody2D>();
     groundChecker   = GetComponent <GroundCheck>();
 }
コード例 #39
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 void Awake()
 {
     groundcheck = GameObject.FindObjectOfType(typeof(GroundCheck)) as GroundCheck;
     //		anim = GetComponent<Animator>();
 }
コード例 #40
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ファイル: Player.cs プロジェクト: jaimuepe/Artifacts
 void Start()
 {
     rope = GetComponentInChildren <Rope>();
     feet = GetComponentInChildren <GroundCheck>();
 }
コード例 #41
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 void Start()
 {
     rigidbody = GetComponent<Rigidbody2D>();
     groundCheck = GetComponentInChildren<GroundCheck>();
     animator = GetComponentInChildren<Animator>();
 }