/// <summary> /// On init we grab our components /// </summary> protected override void Initialization() { base.Initialization(); _characterButtonActivation = _character?.FindAbility <CharacterButtonActivation> (); JumpStartFeedback?.Initialization(this.gameObject); JumpStopFeedback?.Initialization(this.gameObject); }
/// <summary> /// On init we grab our components /// </summary> protected override void Initialization() { base.Initialization(); _characterButtonActivation = GetComponent <CharacterButtonActivation> (); JumpStartFeedback?.Initialization(this.gameObject); JumpStopFeedback?.Initialization(this.gameObject); }
/// <summary> /// On init we grab our WeaponAim /// </summary> protected virtual void Initialization() { _weaponAim = this.gameObject.GetComponent <WeaponAim>(); _weapon = this.gameObject.GetComponent <Weapon>(); if (_weaponAim == null) { Debug.LogWarning(this.name + " : the WeaponAutoAim on this object requires that you add either a WeaponAim2D or WeaponAim3D component to your weapon."); return; } _originalAimControl = _weaponAim.AimControl; _originalRotationMode = _weaponAim.RotationMode; _character = _weapon.Owner; _contactFilter = new ContactFilter2D(); _contactFilter.SetLayerMask(TargetsMask); _contactFilter.useLayerMask = true; _contactFilter.useDepth = false; _contactFilter.useNormalAngle = false; _contactFilter.useOutsideDepth = false; _contactFilter.useOutsideNormalAngle = false; _contactFilter.useTriggers = false; _detectionColliders = new List <Collider2D>(); _initialized = true; FirstTargetFoundFeedback?.Initialization(this.gameObject); NewTargetFoundFeedback?.Initialization(this.gameObject); NoMoreTargetsFeedback?.Initialization(this.gameObject); if (AimMarkerPrefab != null) { _aimMarker = Instantiate(AimMarkerPrefab); _aimMarker.name = this.gameObject.name + "_AimMarker"; _aimMarker.Disable(); } }
/// <summary> /// On init, we set our current switch state /// </summary> protected virtual void Start() { CurrentSwitchState = InitialState; SwitchOffFeedback?.Initialization(this.gameObject); SwitchOnFeedback?.Initialization(this.gameObject); ToggleFeedback?.Initialization(this.gameObject); }
protected virtual void Start() { _disableDelay = new WaitForSeconds(DisableDelay); _collider = gameObject.GetComponent <Collider>(); _collider2D = gameObject.GetComponent <Collider2D>(); _itemPicker = gameObject.GetComponent <ItemPicker> (); PickedMMFeedbacks?.Initialization(this.gameObject); }
protected virtual void InitializeFeedbacks() { WeaponStartMMFeedback?.Initialization(this.gameObject); WeaponUsedMMFeedback?.Initialization(this.gameObject); WeaponStopMMFeedback?.Initialization(this.gameObject); WeaponReloadNeededMMFeedback?.Initialization(this.gameObject); WeaponReloadMMFeedback?.Initialization(this.gameObject); }
/// <summary> /// On init we initialize our cooldown and feedback /// </summary> protected override void Initialization() { base.Initialization(); _playerPlane = new Plane(Vector3.up, Vector3.zero); _mainCamera = Camera.main; Cooldown.Initialization(); DashFeedback?.Initialization(this.gameObject); }
/// <summary> /// On Awake we initialize our feedbacks and delay /// </summary> protected virtual void Awake() { FirstTargetFeedback?.Initialization(this.gameObject); NewTargetAssignedFeedback?.Initialization(this.gameObject); NoMoreTargetFeedback?.Initialization(this.gameObject); if (MovementDelay > 0f) { _movementDelayWFS = new WaitForSeconds(MovementDelay); } }
/// <summary> /// Flag inits, initial movement determination, and object positioning /// </summary> protected override void Initialization() { base.Initialization(); PointReachedFeedback?.Initialization(this.gameObject); EndReachedFeedback?.Initialization(this.gameObject); _collider2D = GetComponent <Collider2D> (); SetMovementAuthorization(false); if (StartMovingWhenPlayerIsColliding) { ScriptActivated = true; } }
/// <summary> /// Grabs components and shows prompt if needed /// </summary> public virtual void Initialization() { _collider = this.gameObject.GetComponent <Collider>(); _collider2D = this.gameObject.GetComponent <Collider2D>(); _numberOfActivationsLeft = MaxNumberOfActivations; _collidingObjects = new List <GameObject>(); ActivationFeedback?.Initialization(this.gameObject); DeniedFeedback?.Initialization(this.gameObject); if (AlwaysShowPrompt) { ShowPrompt(); } }
/// <summary> /// Grabs components and shows prompt if needed /// </summary> public virtual void Initialization() { _collidingObjects = new List <GameObject>(); _enteredColliders = new List <Collider2D>(); _stayingGameObjects = new List <GameObject>(); _buttonActivatedZoneCollider = this.gameObject.GetComponent <Collider2D>(); _numberOfActivationsLeft = MaxNumberOfActivations; if (AlwaysShowPrompt) { ShowPrompt(); } ActivationFeedback?.Initialization(this.gameObject); DeniedFeedback?.Initialization(this.gameObject); EnterFeedback?.Initialization(this.gameObject); ExitFeedback?.Initialization(this.gameObject); }
protected virtual void InitializeFeedbacks() { HitDamageableFeedback?.Initialization(this.gameObject); HitNonDamageableFeedback?.Initialization(this.gameObject); }
/// <summary> /// Grabs useful components, enables damage and gets the inital color /// </summary> protected virtual void Initialization() { _character = this.gameObject.GetComponent <Character>(); if (Model != null) { Model.SetActive(true); } if (gameObject.MMGetComponentNoAlloc <Renderer>() != null) { _renderer = GetComponent <Renderer>(); } if (_character != null) { if (_character.CharacterModel != null) { if (_character.CharacterModel.GetComponentInChildren <Renderer> () != null) { _renderer = _character.CharacterModel.GetComponentInChildren <Renderer> (); } } } if (_renderer != null) { if (_renderer.material.HasProperty("_Color")) { _initialColor = _renderer.material.color; } } // we grab our animator if (_character != null) { if (_character.CharacterAnimator != null) { _animator = _character.CharacterAnimator; } else { _animator = GetComponent <Animator>(); } } else { _animator = GetComponent <Animator>(); } if (_animator != null) { _animator.logWarnings = false; } _initialLayer = gameObject.layer; _autoRespawn = this.gameObject.GetComponent <AutoRespawn>(); _healthBar = this.gameObject.GetComponent <MMHealthBar>(); _controller = this.gameObject.GetComponent <TopDownController>(); _characterController = this.gameObject.GetComponent <CharacterController>(); _collider2D = this.gameObject.GetComponent <Collider2D>(); _collider3D = this.gameObject.GetComponent <Collider>(); DamageMMFeedbacks?.Initialization(this.gameObject); DeathMMFeedbacks?.Initialization(this.gameObject); _initialPosition = transform.position; _initialized = true; CurrentHealth = InitialHealth; DamageEnabled(); UpdateHealthBar(false); }
/// <summary> /// Called when instantiating a new body part /// </summary> public virtual void New() { NewFeedback?.Initialization(); NewFeedback?.PlayFeedbacks(); }