コード例 #1
0
ファイル: PlayerOne.cs プロジェクト: jbryant32/JDA
        void Awake()
        {
            MaxHealth        = 150;
            Health           = 150;
            PlayerOnephysics = GetComponent <PlayerPhysics>();

            StateController = GetComponent <StateController>();

            LiteHit   = 5;
            MediumHit = 10;
            HeavyHit  = 20;
        }
コード例 #2
0
ファイル: GravityRose.cs プロジェクト: TheDizzler/X-1
        public void Start()
        {
            var imgs = GetComponentsInChildren <Image>();

            foreach (Image image in imgs)
            {
                if (image.name.Contains("Area"))
                {
                    areaGravityRose = image.gameObject;
                }
                else if (image.name.Contains("Player"))
                {
                    playerGravityRose = image.gameObject;
                }
                else
                {
                    Debug.LogError(image.name + " is not a valid Gravity Indicator Image");
                }
            }

            var tmps = GetComponentsInChildren <TextMeshProUGUI>();

            foreach (TextMeshProUGUI tmp in tmps)
            {
                if (tmp.name.Contains("Area"))
                {
                    areaMagnitudeTMP = tmp;
                }
                else if (tmp.name.Contains("Player"))
                {
                    playerMagnitudeTMP = tmp;
                }
                else
                {
                    Debug.LogError(tmp.name + " is not a valid Gravity Indicator TMP");
                }
            }

            playerPhysics = GameObject.FindGameObjectWithTag(Tags.PLAYER).GetComponent <IActorPhysics>();
        }
コード例 #3
0
    void Awake()
    {
        // Gets the PlayerPhysics component
        playerPhysics = GetComponent <IActorPhysics>();

        // Gets the WeaponManager component
        weaponManager = GetComponent <WeaponManager> ();

        // Gets the animator component
        animator = GetComponent <Animator>();

        // Check if the Character Controller was found
        if (playerPhysics == null)
        {
            Debug.LogError("IActorPhysics component not found.");
        }

        // Check if the Character Controller was found
        if (weaponManager == null)
        {
            //Debug.LogError("IWeaponManager component not found.");
        }

        // Check if the animator component was found
        if (animator == null)
        {
            Debug.LogError("Animator component not found");
        }

        // Stores the scale of the player
        xScale = transform.localScale.x;

        // TODO Change this - Not working properly
        //child = transform.FindChild("Zuckov");
        //xScale = child.localScale.x;
    }
コード例 #4
0
        public void Awake()
        {
            sprite       = GetComponent <SpriteRenderer>();
            actorPhysics = GetComponent <IActorPhysics>();
            if (!animator)
            {
                animator = GetComponent <Animator>();
                if (!animator)
                {
                    Debug.LogWarning("No animator found for " + gameObject.name);
                }
            }

            actionStateLookup   = new Dictionary <ActionStateType, IActionState>();
            movementStateLookup = new Dictionary <MovementStateType, IMovementState>();

            if (!standingState)
            {
                standingState = GetComponentInChildren <StandingState>();
            }
            if (standingState)
            {
                standingState.SetActor(this);
                movementStateLookup.Add(MovementStateType.STANDING, standingState);
            }

            if (!duckingState)
            {
                duckingState = GetComponentInChildren <KneelingState>();
            }
            if (duckingState)
            {
                duckingState.SetActor(this);
                movementStateLookup.Add(MovementStateType.KNEELING, duckingState);
            }

            if (!walkingState)
            {
                walkingState = GetComponentInChildren <WalkingState>();
            }
            if (walkingState)
            {
                walkingState.SetActor(this);
                movementStateLookup.Add(MovementStateType.WALKING, walkingState);
            }

            if (stairsState)
            {
                stairsState.SetActor(this);
                movementStateLookup.Add(MovementStateType.STAIRS, stairsState);
            }

            if (!airbornState)
            {
                airbornState = GetComponentInChildren <FallingState>();
            }
            if (airbornState)
            {
                airbornState.SetActor(this);
                movementStateLookup.Add(MovementStateType.FALLING, airbornState);
            }

            if (!jetpackState)
            {
                jetpackState = GetComponentInChildren <JetpackState>();
            }
            if (jetpackState)
            {
                jetpackState.SetActor(this);
                movementStateLookup.Add(MovementStateType.JETPACK, jetpackState);
            }

            elevatorState = GetComponentInChildren <ElevatorState>();
            if (elevatorState)
            {
                elevatorState.SetActor(this);
                movementStateLookup.Add(MovementStateType.ELEVATOR, elevatorState);
                actionStateLookup.Add(ActionStateType.ELEVATOR, elevatorState);
            }



            NoActionState awaitingState = new NoActionState();

            awaitingState.SetActor(this);
            actionStateLookup.Add(ActionStateType.AWAITING_ACTION, awaitingState);

            if (!shootingState)
            {
                shootingState = GetComponentInChildren <ShootingState>();
            }
            if (shootingState)
            {
                shootingState.SetActor(this);
                actionStateLookup.Add(ActionStateType.SHOOT, shootingState);
            }

            currentMovementState = MovementStateType.FALLING;
            movementState        = airbornState;
            currentActionState   = ActionStateType.AWAITING_ACTION;
            actionState          = actionStateLookup[ActionStateType.AWAITING_ACTION];
        }