void FindPlayer() { if (nextTimeToSearch <= Time.time) { if (_hero == 0) { searchResult = GameObject.FindGameObjectWithTag("Ionian"); } else if (_hero == 1) { searchResult = GameObject.FindGameObjectWithTag("Athenian"); } else if (_hero == 2) { searchResult = GameObject.FindGameObjectWithTag("Spartan"); } else if (_hero == 3) { searchResult = GameObject.FindGameObjectWithTag("Achilles"); } if (searchResult != null) { target = searchResult; motorToWatch = target.GetComponent<PlatformerMotor2D>(); A = target.GetComponent<AchillesHealth>(); } nextTimeToSearch = Time.time + 0.5f; } }
public void DoAction(PlatformerMotor2D motor, TriggerAction action, bool exitFreeMode) { switch(action) { case TriggerAction.EnableRestrictedAreaIfFreemode: if (motor.motorState == PlatformerMotor2D.MotorState.FreedomState) { motor.EnableRestrictedArea(); } break; case TriggerAction.EnableRestrictedArea: motor.EnableRestrictedArea(); break; case TriggerAction.DisableRestrictedAreaIfFreemode: if (motor.motorState == PlatformerMotor2D.MotorState.FreedomState) { motor.DisableRestrictedArea(); } break; case TriggerAction.DisableRestrictedArea: motor.DisableRestrictedArea(); break; } if (exitFreeMode) { if (motor.motorState == PlatformerMotor2D.MotorState.FreedomState) { motor.FreedomStateExit(); } } }
// Use this for initialization void Start() { _motor = GetComponent<PlatformerMotor2D>(); _animator = visualChild.GetComponent<Animator>(); _animator.Play("Idle"); _motor.onJump += SetCurrentFacingLeft; }
// Use this for initialization void Start() { _motor = GetComponent<PlatformerMotor2D>(); _eMaster = GetComponent<EnemyAIMaster>(); _animator = GetComponent<Animator>(); EH = GetComponent<EnemyHealth>(); _pMaster = _eMaster._pMaster; }
// after leave freedom state for ladders void FreedomStateRestore(PlatformerMotor2D motor) { if (_restored) // do not enter twice return; _restored = true; _motor.enableOneWayPlatforms = _enableOneWayPlatforms; _motor.oneWayPlatformsAreWalls = _oneWayPlatformsAreWalls; }
// before enter en freedom state for ladders void FreedomStateSave(PlatformerMotor2D motor) { if (!_restored) // do not enter twice return; _restored = false; _enableOneWayPlatforms = _motor.enableOneWayPlatforms; _oneWayPlatformsAreWalls = _motor.oneWayPlatformsAreWalls; }
void Start() { _controller = GetComponent<PlayerMasterController>(); showShadow = shadow.GetComponent<Renderer>(); _motor = GetComponent<PlatformerMotor2D>(); _animator = GetComponent<Animator>(); _motor.onJump += SetCurrentFacingLeft; }
// Use this for initialization void Start() { audioSource = GetComponent<AudioSource>(); jump = Resources.Load("Audio/jump") as AudioClip; _player = GetComponent<Player>(); _motor = GetComponent<PlatformerMotor2D>(); _animator = visualChild.GetComponent<Animator>(); _animator.Play("Idle"); _motor.onJump += SetCurrentFacingLeft; }
void Awake() { EH = GetComponent<EnemyHealth>(); stopDist = 1.5f; _canAttack = true; _motor = GetComponent<PlatformerMotor2D>(); _anim = GetComponent<EnemyAIAnimator>(); _hero = PlayerPrefs.GetInt("Hero"); AI = this.gameObject; //Determine which hero to look for and go after; switch (_hero) { case 0: Debug.Log("I am from Ionia"); target = GameObject.FindGameObjectWithTag("Ionian"); targetT = target.transform; IS = target.GetComponent<IonianStatistics>(); IH = target.GetComponent<IonianHealth>(); IXP = target.GetComponent<IonianEXP>(); _pMaster = target.GetComponent<PlayerMaster>(); break; case 1: Debug.Log("I am from Athens"); target = GameObject.FindGameObjectWithTag("Athenian"); targetT = target.transform; ATS = target.GetComponent<AthenianStatistics>(); ATH = target.GetComponent<AthenianHealth>(); ATXP = target.GetComponent<AthenianEXP>(); _pMaster = target.GetComponent<PlayerMaster>(); break; case 2: Debug.Log("I am from Sparta"); target = GameObject.FindGameObjectWithTag("Spartan"); targetT = target.transform; SS = target.GetComponent<SpartanStatistics>(); SH = target.GetComponent<SpartanHealth>(); SXP = target.GetComponent<SpartanEXP>(); _pMaster = target.GetComponent<PlayerMaster>(); break; case 3: Debug.Log("I am Greek"); target = GameObject.FindGameObjectWithTag("Achilles"); targetT = target.transform; AS = target.GetComponent<AchillesStatistics>(); AH = target.GetComponent<AchillesHealth>(); AXP = target.GetComponent<AchillesEXP>(); _pMaster = target.GetComponent<PlayerMaster>(); break; } }
private void FixedUpdate() { if (_state == State.Down) { _time += Time.fixedDeltaTime; _mpMotor.position = new Vector3( _mpMotor.position.x, _moveDownFunc(_originalY + heightReached, _originalY, Mathf.Clamp01(_time / moveDownDuration)), transform.position.z); if (_time >= moveDownDuration) { _state = State.None; if (_player != null && _player.connectedPlatform == _mpMotor) { _state = State.Up; _time = 0; } else { _player = null; } } } if (_state == State.Up) { _time += Time.fixedDeltaTime; _mpMotor.position = new Vector3( _mpMotor.position.x, _moveUpFunc(_originalY, _originalY + heightReached, Mathf.Clamp01(_time / moveUpDuration)), transform.position.z); if (_time >= moveUpDuration) { _state = State.Down; _time = 0; if (_player.connectedPlatform == _mpMotor) { _player.DisconnectFromPlatform(); _player.velocity += Vector2.up * playerSpeedYAtApex; _player = null; } } } }
// Use this for initialization void Start() { target = GameObject.FindGameObjectWithTag("Achilles"); motorToWatch = target.GetComponent<PlatformerMotor2D>(); A = target.GetComponent<AchillesHealth>(); motorToWatch.onLanded += OnFallFinished; fallText.color = Color.white; _hero = PlayerPrefs.GetInt("Hero"); }
// Use this for initialization void Start() { //Get the motor of the player _motor = GetComponent <PlatformerMotor2D>(); }
// Use this for initialization void Start() { _motor = GetComponent <PlatformerMotor2D>(); }
// Use this for initialization void Start() { _motor = GetComponent <PlatformerMotor2D>(); container = GameObject.Find("Character_Container").GetComponent <CharacterSelector>(); container.rigisterNewCharacter(this); }
void Awake() { ATS = GetComponent<AthenianStatistics>(); _motor = GetComponent<PlatformerMotor2D>(); }
// Use this for initialization void Start() { _motor = GetComponent<PlatformerMotor2D>(); container = GameObject.Find("Character_Container").GetComponent<CharacterSelector>(); container.rigisterNewCharacter(this); }
// Use this for initialization void Start() { _motor = gameObject.GetComponent <PlatformerMotor2D>(); }
// Start is called before the first frame update void Start() { animator = this.gameObject.GetComponentInChildren <Animator>(); plataformerAnimation = this.gameObject.GetComponent <PC2D.PlatformerAnimation2D>(); plataformerMotor = this.gameObject.GetComponent <PlatformerMotor2D>(); }
private void RefsInit() { _motor = GetComponent <PlatformerMotor2D>(); playerSprite = GetComponent <SpriteRenderer>(); }
// Use this for initialization void Start() { _motor = GetComponent <PlatformerMotor2D>(); animator = GetComponent <PlatformerAnimation2D>(); attacktrigger.enabled = false; }
// Use this for initialization void Start() { _motor = GetComponent <PlatformerMotor2D>(); _animator = GetComponent <Animator>(); }
private void Awake() { _motor = GetComponent <PlatformerMotor2D>(); }
void Start() { singleton = this; _motor = gameObject.GetComponent <PlatformerMotor2D>(); _bubbleDialogue = gameObject.GetComponentInChildren <SpriteAnimator>(); }
// Use this for initialization void Start() { _motor = GetComponent<PlatformerMotor2D>(); movement = -1; // Find objects generally pretty bad but this is a demo :) SimpleAI[] ais = FindObjectsOfType<SimpleAI>(); for (int i = 0; i < ais.Length; i++) { Physics2D.IgnoreCollision(GetComponent<Collider2D>(), ais[i].GetComponent<Collider2D>()); } _motor.onWallJump += dir => { // Since the motor needs to be pressing into the wall to wall jump, we switch direction after the jump. movement = Mathf.Sign(dir.x); }; }
void Awake() { IS = GetComponent<IonianStatistics>(); _motor = GetComponent<PlatformerMotor2D>(); }
private void PlayerContact(PlatformerMotor2D player) { _mpMotor.onPlatformerMotorContact -= PlayerContact; _state = State.Darken; }
// Use this for initialization void Start() { duaeState = PlayerState.Cloaked; motorScript = GetComponent <PlatformerMotor2D> (); }
void Awake() { S = GetComponent<SpartanStatistics>(); _motor = GetComponent<PlatformerMotor2D>(); }
// Use this for initialization void Start() { _motor = GetComponent<PlatformerMotor2D>(); }
void Awake() { #region TOUCH VARIABLE DECLARATION #if !UNITY_ANDROID && !UNITY_IPHONE && !UNITY_BLACKBERRY && !UNITY_WINRT || UNITY_EDITOR //nothing specific for Unity PC. This was just to get rid of touch variables when not needed; #else //Screen With for swipe controls mid = Screen.width / 2.0f; #endif #endregion _hero = PlayerPrefs.GetInt("Hero"); _master = GetComponent<PlayerMaster>(); _motor = GetComponent<PlatformerMotor2D>(); }
private void PlayerContact(PlatformerMotor2D player) { if (_state == State.None) { _state = State.Up; _time = 0; } _player = player; }
// Use this for initialization void Start() { _isHoldingBlock = false; _motor = GetComponent <PlatformerMotor2D>(); _collider2D = GetComponent <BoxCollider2D>(); }
void Awake() { motor = player.GetComponent <PlatformerMotor2D>(); }