Inheritance: MonoBehaviour
コード例 #1
0
    void Start()
    {
        baseStats = GetComponent <BasePlayerStats>();

        // Initializes stats to baseVals.
        HP          = baseStats.HP.Value;
        SPEED       = baseStats.SPEED.Value;
        standSpeed  = SPEED;
        crouchSpeed = SPEED / 3.2f;


        // Initializes some variables, mostly for foreign hitboxes.
        controller = GetComponent <PlayerController2D>();
        headCheck  = hCObj.GetComponent <HeadCheck>();

        gravity         = -(2 * maxJumpHeight) / Mathf.Pow(jumpTimeApex, 2);
        maxJumpVelocity = Mathf.Abs(gravity) * jumpTimeApex;
        minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);

        standSizeY    = controller.boxCol2D.size.y;
        standOffsetY  = controller.boxCol2D.offset.y;
        crouchSizeY   = controller.boxCol2D.size.y / 2;
        crouchOffsetY = -.5f;
        moveSpeed     = standSpeed;
        grabbing      = false;
    }
コード例 #2
0
    public override void Start()
    {
        base.Start();

        if (debugOnly)
        {
            if (GetComponent <Fighter>())
            {
                Debug.LogError("Fighter Script found on PlayerAI");
            }

            if (GetComponent <EnemyAI>())
            {
                Debug.LogError("EnemyAI Script found on PlayerAI");
            }

            if (GetComponent <InputHandler>())
            {
                Debug.LogError("InputHandler Script found on PlayerAI");
            }
        }

        cc       = GetComponent <PlayerController2D>();
        AIStates = new PlayerAIStates();
    }
コード例 #3
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 public PlayerHandAttackState(PlayerController2D player, PlayerStateMachine stateMachine, PlayerData data, int animationHash, int attackCombo) : base(player, stateMachine, data, animationHash, attackCombo)
 {
     CounterToAnim = new Dictionary <int, int>()
     {
         { 1, _attack1Hash }, { 2, _attack2Hash }, { 3, _attack3Hash }, { 4, _attack4Hash }, { 5, _attack5Hash }
     };
 }
コード例 #4
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 void Start()
 {
     _controller3D        = transform.GetComponent <PlayerController3D>();
     _controller2D        = transform.GetComponent <PlayerController2D>();
     _characterController = transform.GetComponent <CharacterController>();
     Enable3D();
 }
コード例 #5
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    void Start()
    {
        cc                = GetComponent <PlayerController2D>();
        rb                = GetComponent <Rigidbody2D>();
        sr                = GetComponent <SpriteRenderer>();
        moveset           = GetComponent <MoveSet>();
        input             = GetComponent <InputHandler>();
        anim              = GetComponent <Animator>();
        health            = GetComponent <Health>();
        audioSource       = GetComponent <AudioSource>();
        ailmentHandler    = GetComponent <AilmentHandler>();
        knockbackListener = GetComponent <KnockbackListener>();
        cameraFocusPointDefaultPosition = cameraFocusPoint.transform.position;
        playerOffset = transform.position;
        spellList    = FindObjectOfType <SpellDatabase>();
        fas          = GetComponent <FighterAnimationScript>();

        input.player        = this;
        input.spellDatabase = spellList;
        fas.fighter         = this;
        fas.cc   = cc;
        fas.anim = anim;

        gm = FindObjectOfType <GameManager>();
        rm = FindObjectOfType <RespawnManager>();

        maxNumberOfJumps++;
        cc.m_maxJumps = maxNumberOfJumps;



        cc.m_doubleJumpEnabled = canDoubleJump;

        comboTimer = defaultComboTime;
    }
コード例 #6
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 // Use this for initialization
 void Start()
 {
     spawner           = EnemySpawner.Instance;
     player            = PlayerController2D.Instance;
     player.PlayerDie += OnPlayerDie;
     //StartCoroutine(CheckAroundDelay());
 }
コード例 #7
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 protected PlayerState(PlayerController2D player, PlayerStateMachine stateMachine, PlayerData data, int animationHash)
 {
     PlayerController = player;
     StateMachine     = stateMachine;
     PlayerData       = data;
     AnimationHash    = animationHash;
 }
コード例 #8
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    void Spawn()
    {
        //Debug.Log("entering player attack state");
        Vector3 Owner_right = owner.mFacingRight ? new Vector3(1.0f, 0.0f, 0.0f) : new Vector3(-1.0f, 0.0f, 0.0f);
        Vector2 velocity    = new Vector2(Owner_right.x, Owner_right.y) * Mathf.SmoothStep(0.0f, owner.mBeamProjectileSpeed, owner.mBeamCounter / owner.mBeamMax);
        float   size        = 5.0f * (owner.mBeamCounter / owner.mBeamMax);
        float   offset      = owner.mAnikiState == PlayerController2D.ANIKI_STATES.FRONTAL ? 1.0f : 1.5f;

        size = size > 1.5f ? size : 1.5f;

        if (owner.mAnikiOne.mHp != 0)
        {
            AttackCollider = PlayerController2D.Instantiate(owner.WaterProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0)) as GameObject;
            AttackCollider.transform.position = mAnikiOne.transform.position + Owner_right * offset;
            AttackCollider.GetComponent <Rigidbody2D>().velocity = velocity;
            AttackCollider.GetComponent <Transform>().localScale = new Vector3(size, size, 5.0f);
        }

        if (owner.mAnikiTwo.mHp != 0)
        {
            AttackCollider = PlayerController2D.Instantiate(owner.WaterProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0)) as GameObject;
            AttackCollider.transform.position = mAnikiTwo.transform.position + Owner_right * offset;
            AttackCollider.GetComponent <Rigidbody2D>().velocity = velocity;
            AttackCollider.GetComponent <Transform>().localScale = new Vector3(size, size, 5.0f);
        }

        //owner.playShoot();
    }
コード例 #9
0
ファイル: RoomSpawner.cs プロジェクト: veerdonk/Dungeon
    // Start is called before the first frame update
    void Start()
    {
        //Retrieve player controller to move player with
        playerController = PlayerController2D.instance;

        //Possible room templates
        templates = GetComponent <RoomTemplates>();
        switch (currentBiome)
        {
        case Biome.GRASS:
            biomeRooms = templates.grassRooms;
            break;

        case Biome.DUNGEON:
            biomeRooms = templates.dungeonRooms;
            break;

        default:
            break;
        }

        //Add first/start room
        AddRoom(templates.roomsPerBiome[currentBiome].rooms[0]);

        AddExits(gameObject.transform.GetChild(0));

        //Register event for roomclear
        EnemySpawner.instance.OnAllEnemiesCleared += SpawnLoot;
    }
コード例 #10
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 private void Start()
 {
     enemiesInRange   = new List <GameObject>();
     myAttackCollider = attackColliderObject.GetComponent <BoxCollider2D>();
     myAnimator       = this.GetComponent <Animator>();
     myController     = this.GetComponent <PlayerController2D>();
 }
コード例 #11
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    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.name == "Patrol Marker")
        {
            moveSpeed *= -1;
            Debug.Log("collisions working");
            if (_spriteRenderer.flipX == true)
            {
                _spriteRenderer.flipX = false;
            }
            else
            {
                _spriteRenderer.flipX = true;
            }
        }

        if (other.tag == "Player")
        {
            PlayerController2D player = other.GetComponent <PlayerController2D>();

            if (player != null)
            {
                player.Damage();
            }

            //EnemyExplosion();
        }
    }
コード例 #12
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    // Use this for initialization
    void Start()
    {
        //set gameobjects for plane scaling
        Plane1 = GameObject.Find("Plane 1");
        Plane2 = GameObject.Find("Plane 2");
        Plane3 = GameObject.Find("Plane 3");

        Plane3.gameObject.SetActive(false);

        _currentPlane = 1;

        playerController2D = GetComponent <PlayerController2D>();
        playerController2D.whatIsGround = LayerMask.GetMask("Plane 1");
        //sets collision layers as layer numbers
        PlayerCollisionLayer = LayerMask.NameToLayer("Player");
        Plane1CollisionLayer = LayerMask.NameToLayer("Plane 1");
        Plane2CollisionLayer = LayerMask.NameToLayer("Plane 2");
        Plane3CollisionLayer = LayerMask.NameToLayer("Plane 3");

        //sets sprite variable to SpriteRenderer component
        sprite = GetComponent <SpriteRenderer>();

        if (sprite)
        {
            sprite.sortingOrder     = sortingOrder;
            sprite.sortingLayerName = Plane1SortingLayer;
            sprite.sortingOrder     = 1;
        }
    }
コード例 #13
0
ファイル: LevelManager.cs プロジェクト: foxyfoxy31/PAP_2019
 // Start is called before the first frame update
 void Start()
 {
     player        = FindObjectOfType <PlayerController2D>();
     camera        = FindObjectOfType <CameraController>();
     rend          = player.GetComponent <Renderer>();
     healthManager = FindObjectOfType <HealthManager>();
 }
コード例 #14
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        public void Initialize(PlayerController2D player, PlayerData playerData)
        {
            _playerController = player;
            _playerData       = playerData;
            _invencible       = false;

            CreateAttacks();
        }
コード例 #15
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 void Start()
 {
     sentences    = new Queue <string>();
     names        = new Queue <string>();
     avatars      = new Queue <Sprite>();
     letterSounds = new Queue <AudioSource>();
     player       = FindObjectOfType <PlayerController2D>();
 }
コード例 #16
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 // Start is called before the first frame update
 void Start()
 {
     player = FindObjectOfType <PlayerController2D>();
     if (player.transform.localRotation.y < 0)
     {
         speed = -speed;
     }
 }
コード例 #17
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 // Use this for initialization
 void Start()
 {
     player            = PlayerController2D.Instance;
     maxExp            = levels[levelIndex].exp;
     player.PlayerDie += OnPlayerDie;
     //UpdateExpIndicator();
     Restart();
 }
コード例 #18
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    void Awake()
    {
        spriteRender = GetComponentInParent <SpriteRenderer> ();
        GameObject player = GameObject.FindWithTag("Player");

        playerRenderer   = player.GetComponent <SpriteRenderer> ();
        playerController = player.GetComponent <PlayerController2D> ();
    }
コード例 #19
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 void Start()
 {
     rightDir         = transform.right;
     randomY          = Random.Range(-spread, spread);
     rb2D             = GetComponent <Rigidbody2D>();
     playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController2D>();
     rightDir         = (!playerController.facingRight) ? -rightDir : rightDir;
 }
コード例 #20
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 protected void Awake()
 {
     playerController         = GameObject.FindWithTag("Player").GetComponent <PlayerController2D>();
     sequencer                = GameObject.FindWithTag("Sequencer").GetComponent <Sequencer>();
     messageDialogController  = GameObject.FindWithTag("GUIController").GetComponent <MessageDialogController> ();
     playerController.canMove = false;
     windowsBehavior          = GameObject.FindWithTag("GameController").GetComponent <WindowsBehavior> ();
 }
コード例 #21
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    // Start is called before the first frame update
    void Start()
    {
        timeToHeal = 5.0f;
        player     = FindObjectOfType <PlayerController2D>();

        //Do the heal here
        StartCoroutine(HealOverTime());
    }
コード例 #22
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 // Update is called once per frame
 void Update()
 {
     if (player == null)
     {
         player = GameObject.Find("Player");
         pc     = player.GetComponent <PlayerController2D>();
     }
 }
コード例 #23
0
ファイル: Player.cs プロジェクト: tsavery/TWDArcadeGame
    // Use this for initialization
    void Start()
    {
        jumpsLeft  = maxJumps;
        controller = GetComponent <PlayerController2D>();

        gravity      = -(2 * jumpHeight / Mathf.Pow(timeToJumpApex, 2));
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
    }
コード例 #24
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 private void Awake()
 {
     if (instance != null)
     {
         Debug.LogWarning("Inventory is not a singleton");
     }
     instance = this;
 }
コード例 #25
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    void Awake()
    {
        playerController = player.GetComponent <PlayerController2D>();
        playerAnimator   = player.GetComponent <Animator>();

        msgController = guiControllerGO.GetComponent <MessageDialogController>();
        guiController = guiControllerGO.GetComponent <GUIController>();
    }
コード例 #26
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    void Start()
    {
        controller = GetComponent <PlayerController2D>();

        gravity         = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
        maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
    }
コード例 #27
0
 void Awake()
 {
     playerController = player.GetComponent <PlayerController2D>();
     girlStats        = player.GetComponent <PlayableCharacter>().charStats;
     animator         = player.GetComponent <Animator>();
     msgController    = GUIControllerGO.GetComponent <MessageDialogController>();
     guiController    = GUIControllerGO.GetComponent <GUIController>();
 }
コード例 #28
0
ファイル: InputManager2D.cs プロジェクト: KeyItem/Drage
    private void InputSetup()
    {
        playerInput = ReInput.players.GetPlayer(0);

        playerController = GetComponent <PlayerController2D>();

        isInputInitialized = true;
    }
コード例 #29
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 public void handleSplitCharacter(PlayerController2D initiator, PlayerController2D child1, PlayerController2D child2)
 {
     rigisterNewCharacter(child1);
     rigisterNewCharacter(child2);
     this.currentPlayer = characters.IndexOf(child1);
     this.deleteCharacter(initiator);
     pointArrowTo(currentPlayer);
     updateCurrentPlayerStatus();
 }
コード例 #30
0
    private IEnumerator LoadSceneRoutine(string saveName)
    {
        bool     destory  = false;
        GameData saveGame = SaveGameData.LoadData(saveName);

        if (saveGame == null)
        {
            yield break;
        }

        if (!SceneManager.GetActiveScene().name.Equals(saveGame.level))
        {
            destory = true;
            DontDestroyOnLoad(this);
            SceneManager.LoadScene(saveGame.level);
        }



        while (!SceneManager.GetActiveScene().name.Equals(saveGame.level))
        {
            new WaitForSecondsRealtime(.5f);
            yield return(null);
        }
        //GameObject[] newSceneObj = SceneManager.GetSceneByName(saveGame.level).GetRootGameObjects();

        PlayerController2D player = GameObject.Find("BurgerMan").GetComponent <PlayerController2D>();

        player.maxHealth              = saveGame.maxHealth;
        player.currentHealth          = saveGame.currentHealth;
        player.currentLives           = saveGame.currentLives;
        PlayerController2D.livesValue = saveGame.currentLives;
        player.moveSpeed              = saveGame.moveSpeed;
        player.jumpForce              = saveGame.jumpForce;
        player.transform.position     = new Vector3(saveGame.playerPosition[0], saveGame.playerPosition[1], saveGame.playerPosition[2]);

        if (saveGame.level.Equals("Level1"))
        {
            SpawnSaveObj("Mouse", "Mouse", "", saveGame.mousePosition, saveGame.mouseScale);
            SpawnSaveObj("Enemy", "Enemy", "", saveGame.enemyPosistion, saveGame.enemyScale);
            SpawnSaveObj("Tomato", "FallingObjects", saveGame.fallingObjPosition, saveGame.fallingObjScale);
            SpawnSaveObj("dropFloor", "Floor", saveGame.droppingFloorPos, saveGame.droppingFloorScale);
        }
        else if (saveGame.level.Equals("Level2"))
        {
            SpawnSaveObj("TomatoSlice1.", "TomatoSlices", saveGame.tomatoSlicePos1, saveGame.tomatoSliceScale1);
            SpawnSaveObj("TomatoSlice2.", "TomatoSlices", saveGame.tomatoSlicePos2, saveGame.tomatoSliceScale2);
            SpawnSaveObj("Enemy", "BurgerEnemies", saveGame.burgerEnemiesPos, saveGame.burgerEnemiesScale);
            SpawnSaveObj("dropFloor", "Dropping floors", saveGame.droppingFloorPos, saveGame.droppingFloorScale);
        }

        ResumeGame();
        if (destory)
        {
            Destroy(this);
        }
    }
コード例 #31
0
 public void handleSplitCharacter(PlayerController2D initiator, PlayerController2D child1, PlayerController2D child2)
 {
     rigisterNewCharacter(child1);
     rigisterNewCharacter(child2);
     this.currentPlayer = characters.IndexOf(child1);
     this.deleteCharacter(initiator);
     pointArrowTo(currentPlayer);
     updateCurrentPlayerStatus();
 }
コード例 #32
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 public void rigisterNewCharacter(PlayerController2D character)
 {
     if (!initilized)
         Initialize();
     if (characters.IndexOf(character) <= 0)
     {
         characters.Add(character);
         updateCurrentPlayerStatus();
     }
 }
コード例 #33
0
 // Use this for initialization
 void Start()
 {
     _controller = GetComponent<PlayerController2D>();
     this.canSplit = !_controller.active && Input.GetAxis("Split") > 0;
 }
コード例 #34
0
 private void deleteCharacter(PlayerController2D character)
 {
     this.characters.Remove(character);
     Destroy(character.gameObject);
 }