// Use this for initialization void Start() { attacking = false; shooting = false; staggered = false; speedMod = 1; animator = GetComponent <Animator>(); body2d = GetComponent <Rigidbody2D>(); box2d = GetComponent <BoxCollider2D>(); edge2d = GetComponent <EdgeCollider2D>(); health = maxHealth; attackMove = 1; speed = baseSpeed; speedLevel = 0; //currentAnim = "No Animation"; if (UnityService == null) { UnityService = new UnityService(); } }
private void Start() { _rb = GetComponent <Rigidbody>(); if (service == null) { service = this.gameObject.AddComponent <UnityMoveService>(); } }
void Start( ) { animator = GetComponent <Animator>(); myRigidBody = GetComponent <Rigidbody2D>(); movement = new Movement(speed); if (unityService == null) { unityService = new UnityService(); } }
// Start is called before the first frame update void Start() { controller = GetComponent <Controller2D>(); //movement = new Movement(); if (UnityService == null) { UnityService = new UnityService(); } }
void Start() { movement = new Movement(speed); if (unityService == null) { unityService = new UnityService(); } }
public void Start() { UnityService = new UnityService(); Controls.Player.PlayerLeftHandUse.performed += (ctx) => SetUsingLeftHand(); Controls.Player.PlayerLeftHandUse.canceled += (ctx) => UnsetUsingLeftHand(); Controls.Player.PlayerRightHandUse.performed += (ctx) => SetUsingRightHand(); Controls.Player.PlayerRightHandUse.canceled += (ctx) => UnsetUsingRightHand(); }
protected virtual void Start() { if (_unityService == null) { _unityService = new UnityService(); } _boxCollider = GetComponent <BoxCollider2D>(); _rb2D = GetComponent <Rigidbody2D>(); _inverseMoveTime = 1f / moveTime; }
public void Setup() { cube = new GameObject().AddComponent <MoveController>(); cube.gameObject.AddComponent <Rigidbody>(); cube.speed = 1f; service = Substitute.For <IUnityService>(); service.GetDeltaTime().Returns(0.3f); life.life = 100; cube.lifeGauge = life; }
public Enemy(float health, IGun gun, IUnityService unityService = null) { m_health = health; m_gun = gun; m_unityService = unityService; if (m_unityService == null) { m_unityService = new UnityService(); } }
// Start is called before the first frame update void Start() { if (_movement == null) { _movement = new Movement(Speed); } if (_unityService == null) { _unityService = new UnityService(); } }
// Use this for initialization void Start() { //_weapon.Charge(); movement = new Movement(speed); if (unityService == null) { unityService = new UnityService(); } //if (soundManager == null) // soundManager = new SoundManager(); }
void Awake() { Destroy(GameObject.FindGameObjectWithTag("Music")); Cursor.visible = false; audioSource = GetComponent <AudioSource>(); pauseScreen.SetActive(false); lossScreen.SetActive(false); winScreen.SetActive(false); //sets all the different in game menus inactive scene = SceneManager.GetActiveScene(); ResourcesScript.level = scene.name; // load scene if (UnityService == null) { UnityService = new UnityService(); //create an instance of the interface } }
public void TestSetUp() { life = new GameObject().AddComponent <LifeGauge>(); life.lifebar = new GameObject().AddComponent <Slider>(); life.loose = new GameObject().AddComponent <Text>(); life.life = 100; moveController = new GameObject().AddComponent <MoveController>(); moveController.gameObject.AddComponent <Rigidbody>(); moveController.transform.position = Vector3.one; moveController.lifeGauge = life; camera = new GameObject().AddComponent <CameraController>(); camera.transform.position = new Vector3(3, 3, 3); camera.target = moveController.transform; service = Substitute.For <IUnityService>(); service.GetDeltaTime().Returns(0.5f); }
// Start is called before the first frame update void Start() { l = new LightFunctions(); l.floorBound = floor.transform.position.y; l.ceilingBound = ceiling.transform.position.y; l.leftBound = wall_Left.transform.position.x; l.rightBound = wall_Right.transform.position.x; l.backBound = wall_Back.transform.position.z; l.frontBound = wall_Front.transform.position.z; l.mainLight = mainLight; l.MAX_INTENSITY = MAX_INTENSITY; l.MIN_INTENSITY = MIN_INTENSITY; l.lightInitPosition = l.mainLight.transform.position; l.lightInitType = l.mainLight.type; if (UnityService == null) { UnityService = new UnityService(); } }
public InputController_Standalone(IUnityService unityService) : base(unityService) { }
public InputController_Mobile(IUnityService service) : base(service) { }
public TestController(IT_InputVGMService inputVGMService, IUnityService unity) { t_InputVGMService = inputVGMService; this.unity = unity; }
public void Construct(IPlayerCommandRecorder playerCommandRecorder, IUnityService unityService) { this.playerCommandRecorder = playerCommandRecorder; this.unityService = unityService; }
public InputContoller(IUnityService unityService) { _unityService = unityService; }