void Awake() { tiles = FindObjectsOfType <Tile>().ToList(); graph = GetComponent <Graph>(); graphView = GetComponent <GraphView>(); player = FindObjectOfType <PlayerMover>(); }
private void Start() { _player = FindObjectOfType <PlayerMover>(); if (_player == null) { Debug.Log(_ERR_NOT_EXIST_PLAYER); } _maxMovePointsWay = _player.MaxCountMovePoint; _lastPoint = _player.Transform.position; _camera = Camera.main; var colorKeys = new GradientColorKey[_COUNT_COLOR_KEYS]; colorKeys[0].color = Color.blue; colorKeys[0].time = _GRADIENT_MIN; colorKeys[1].color = new Color(0.3f, 0.7f, 0.5f); colorKeys[1].time = _GRADIENT_MAX; var gradient = new Gradient(); gradient.colorKeys = colorKeys; gradient.mode = GradientMode.Fixed; var temp = new GameObject("LineRender"); _lineRender = temp.AddComponent <LineRenderer>(); _lineRender.material = MaterialLine; _lineRender.colorGradient = gradient; _lineRender.startWidth = _LINE_RENDER_WIDTHS; _lineRender.endWidth = _LINE_RENDER_WIDTHS; _lineRender.positionCount = _LINE_RENDER_NUMER_SIGMENTS; }
public void BeforeEach() { var go = new GameObject(); _mover = go.AddComponent <PlayerMover>(); _mover.moveQueue.Add(new GameObject().transform); }
private bool checkClimbingUp(PlayerMover playerMover) { float distToBottom = Vector3.Distance(playerMover.transform.position, mountPositionBottom); float distToTop = Vector3.Distance(playerMover.transform.position, mountPositionTop); return(distToBottom < distToTop); }
// Update is called once per frame void Update() { if (!playerMover) { GameObject go = null; if (top) { go = GameObject.Find("PlayerTop"); } else { go = GameObject.Find("PlayerBot"); } if (go != null) { playerMover = go.GetComponent <PlayerMover> (); } } if (playerMover) { if (playerMover.runAnim.activeInHierarchy && playerMover.onGround) { footstepsSource.mute = false; } else { footstepsSource.mute = true; } } }
// Update is called once per frame void FixedUpdate() { float diff = Time.time - (birth + windup); transform.Rotate(new Vector3(0, 0, 150f * Time.fixedDeltaTime)); if (diff > 0) { column.gameObject.SetActive(true); if (isServer) { Collider[] found = Physics.OverlapCapsule(transform.position, transform.position + Vector3.up * col.height, col.radius * transform.localScale.x, 1 << 10); foreach (Collider other in found) { PlayerMover pm = other.GetComponent <PlayerMover>(); if (pm.team != ownerTeam && !hit.Contains(other.gameObject)) { hit.Add(other.gameObject); Vector3 hitDirection = other.gameObject.transform.position - transform.position; hitDirection.Normalize(); hitDirection.y = 5; hitDirection.Normalize(); other.GetComponent <PlayerMover>().getHit(forceVertical, hitDirection, 1, ownerTeam); } } } } }
// ═══╣ methods ╠═══ void Awake() { m_player = Object.FindObjectOfType <PlayerMover> (); FillNodeList(); m_goalNode = FindGoalNode(); }
private void Awake() { if (Instance == null) { Instance = this; } else { throw new System.Exception(); } this.PlayerTransform = this.transform; this.playerMover = GetComponent <PlayerMover>(); this.playerMouseMover = GetComponent <PlayerMouseMover>(); if (StageStaticData.inputPlayerMovementByKeybord) { this.playerMouseMover.enabled = false; this.playerMover.enabled = true; } else { this.playerMover.enabled = false; this.playerMouseMover.enabled = true; GetComponent <Rigidbody>().mass = 100000f; } }
private void ChangePath2(SwipeInput.SwipeType swipeType) { var targetLine = currentRoadId; switch (swipeType) { case SwipeInput.SwipeType.Left: targetLine = Mathf.Clamp(--targetLine, 0, levelHolder._lines.Length - 1); break; case SwipeInput.SwipeType.Right: targetLine = Mathf.Clamp(++targetLine, 0, levelHolder._lines.Length - 1); break; } if (targetLine == currentRoadId) { return; } var p0 = _follower.result; // point on current spline var p1 = levelHolder._lines[targetLine].Evaluate(levelHolder._lines[targetLine].Project(p0.position)); // closest point on side line var d = p0.position - p1.position; if (!PlayerMover.CheckLineSwap(levelHolder._lines[targetLine], p0, levelHolder._lineWidth)) { return; } OnTrackChange?.Invoke(currentRoadId, targetLine); currentRoadId = targetLine; d.Normalize(); var d2 = new Vector2(Vector3.Dot(d, p1.right), Vector3.Dot(d, p1.normal)); // offset is [X * point.right + Y * point.normal] _follower.computer = levelHolder._lines[currentRoadId]; _changeRoadCoroutine = StartCoroutine(SwitchLine(d2)); }
// Use this for initialization void Start() { spotlight = GetComponent <Light> (); spotlight.enabled = false; player = GameObject.FindGameObjectWithTag("Player"); playerMover = player.GetComponent <PlayerMover> (); }
void Start() { player = FindObjectOfType <PlayerMover>(); game = FindObjectOfType <GameManager>(); wave = FindObjectOfType <WaveDefiner>(); extra = false; }
// Use this for initialization void Start() { animators = GetComponentsInChildren <Animator> (); spriteRender = GetComponentsInChildren <SpriteRenderer> (); playerMove = GetComponent <PlayerMover> (); }
public void Initialize(PlayerModel playerModel, IInput input, IStage stage) { player = playerModel; mover = new PlayerMover(player, input); attacker = new Attacker(player, input); player.Position.Subscribe(playerView.SetPosition).AddTo(this); }
// Start is called before the first frame update void Start() { referenceManager = GameObject.Find("Managers").GetComponent <ReferenceManager>(); player = referenceManager.player.GetComponent <PlayerMover>(); npcCanvas = referenceManager.npcInteractedCanvas; gasValve = LayerMask.GetMask("GasValve"); waterHeater = LayerMask.GetMask("WaterHeater"); }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent<PlayerHealth> (); playerMover = player.GetComponent<PlayerMover> (); squigee = this.transform.parent.gameObject; squigeeHealth = squigee.GetComponent<SquigeeHealth>(); }
private void Start() { GameObject playerPrefab = GameObject.FindWithTag("Player"); PlayerMover playerMovementScript = playerPrefab.GetComponent <PlayerMover>(); playerSpeed = playerMovementScript.speed; playerWalkAnim = GetComponent <Animator>(); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth> (); playerMover = player.GetComponent <PlayerMover> (); squigee = this.transform.parent.gameObject; squigeeHealth = squigee.GetComponent <SquigeeHealth>(); }
private void Awake() { mover = GetComponent <PlayerMover>(); fighter = GetComponent <PlayerFighter>(); thrower = GetComponent <PlayerThrower>(); weaponHandler = GetComponentInChildren <WeaponHandler>(); stashSystem = FindObjectOfType <WeaponStashSystem>(); }
private void Awake() { scoreCounter = GetComponent <ScoreCounter>(); _mover = GetComponent <PlayerMover>(); _life = GetComponent <PlayerLife>(); _skin = GetComponent <PlayerSkins>(); UsedBooster += OnBoosterUsed; }
private void Start() { mover = GetComponent <PlayerMover>(); var gameController = GameObject.FindWithTag("GameController"); inventory = gameController.GetComponentInChildren <InventoryManager>(); stamina = gameController.GetComponentInChildren <StaminaManager>(); }
protected override void Awake() { base.Awake(); playerMover = GetComponent <PlayerMover>(); playerInput = GetComponent <PlayerInput>(); m_board = Object.FindObjectOfType <Board>().GetComponent <Board>(); playerInput.InputEnabled = true; }
public static void SetPlayer(GameObject go, PlayerPropertiesSave playerSave) { GO = go; Properties = new PlayerProperties(playerSave); playerMover = new PlayerMover(); playerMover.ListenToInput(); playerRotator = new PlayerRotator(); }
private void Awake() { MakeSingleton(); playerMover = GetComponent <PlayerMover>(); playerInput = GetComponent <PlayerInput>(); finder = GetComponent <BoxCollider2D>(); swapBtn = Object.FindObjectOfType <MovePosition>().GetComponent <MovePosition>(); }
public ParallelMovingCheck(Transform mover, PlayerMover playerMover) { _mover = mover; _playerMover = playerMover; _enemyMask = LayerMask.GetMask("Enemy"); PlayerMover.OnArrival += ClearInvalidUnits; PlayerMover.RequestedNewPackage += ClearInvalidUnits; }
private void Awake() { playerInput = GetComponent <PlayerInput>(); var movers = FindObjectsOfType <PlayerMover>(); var index = playerInput.playerIndex; mover = movers.FirstOrDefault(m => m.GetPlayerIndex() == index); }
void Awake() { instance = this; if (spawnPoint != null) { SetTargetPosition(spawnPoint.transform.position, spawnPoint, true); } }
public AnimatorCommunicator(Rigidbody2D rb2d, Animator animator, CollisionChecker collisionChecker, PlayerMover playerMover, Attacker attacker) { _rb2d = rb2d; _animator = animator; _attacker = attacker; _playerMover = playerMover; _collisionChecker = collisionChecker; }
private void Awake() { _attacker = new Attacker(1f); _jumpModifier = new JumpModifier(rb2d, 2f, 2.5f); _collisionChecker = new CollisionChecker(wallCheckPoints, groundCheckPoint); _playerMover = new PlayerMover(rb2d, moveSpeed, transform, jumpPower, _collisionChecker); _animatorCommunicator = new AnimatorCommunicator(rb2d, animator, _collisionChecker, _playerMover, _attacker); }
// Use this for initialization void Start() { spotlight = GetComponent<Light> (); spotlight.enabled = false; player = GameObject.FindGameObjectWithTag ("Player"); playerMover = player.GetComponent<PlayerMover> (); }
public virtual void HandleEffect(PlayerMover player) { player.Score += scoreValue; //TODO pool SpawnerManager.Despawn(this); Destroy(gameObject); }
// Use this for initialization new void Awake() { base.Awake(); currentShield = maxShield; //pm = (PlayerMover)mover; pm = (PlayerMover)mover; currentSegment = 1; }
/// <summary> /// Moves to somewhere. /// </summary> /// <param name="location">where to move to</param> /// <param name="destinationName">name of location for debugging purposes</param> /// <param name="range">how close it should get</param> public static async Task <bool> Execute(Vector3 location, string destinationName = "", float range = 10f, Func <bool> stopCondition = null) { if (string.IsNullOrEmpty(destinationName)) { destinationName = location.ToString(); } _startingWorldId = ZetaDia.Globals.WorldSnoId; if (Core.Player.IsInTown) { GameUI.CloseVendorWindow(); } while (ZetaDia.Me.LoopingAnimationEndTime > 0) { await Coroutine.Sleep(50); } Navigator.PlayerMover.MoveTowards(location); while (ZetaDia.IsInGame && location.Distance2D(ZetaDia.Me.Position) >= range && !ZetaDia.Me.IsDead) { if (Navigator.StuckHandler.IsStuck) { await Navigator.StuckHandler.DoUnstick(); Core.Logger.Verbose("MoveTo Finished. (Stuck)", _startingWorldId, ZetaDia.Globals.WorldSnoId); break; } if (stopCondition != null && stopCondition()) { Core.Logger.Verbose("MoveTo Finished. (Stop Condition)", _startingWorldId, ZetaDia.Globals.WorldSnoId); return(false); } if (_startingWorldId != ZetaDia.Globals.WorldSnoId) { Core.Logger.Verbose("MoveTo Finished. World Changed from {0} to {1}", _startingWorldId, ZetaDia.Globals.WorldSnoId); return(false); } Core.Logger.Verbose("Moving to " + destinationName); PlayerMover.MoveTo(location); await Coroutine.Yield(); } var distance = location.Distance(ZetaDia.Me.Position); if (distance <= range) { Navigator.PlayerMover.MoveStop(); } Core.Logger.Verbose("MoveTo Finished. Distance={0}", distance); return(true); }
void Awake() { GameObject p = GameObject.FindGameObjectWithTag("Player"); player = p.transform; playerMover = p.GetComponent<PlayerMover>(); animator = GetComponent<Animator>(); nav = GetComponent<NavMeshAgent>(); squigeeHealth = GetComponent<SquigeeHealth>(); }
void Awake() { animator = GetComponent<Animator> (); playerMover = GetComponent<PlayerMover>(); }
void Awake() { instance = this; if(spawnPoint != null){ SetTargetPosition(spawnPoint.transform.position,spawnPoint, true); } }
void Start() { player = GameObject.FindGameObjectWithTag ("Player"); partSys = gameObject.GetComponent<ParticleSystem> (); playerMover = player.GetComponent<PlayerMover> (); sound = GetComponent<AudioSource> (); jetPackLight = GetComponent<Light> (); jetPackLight.enabled = false; partSys.enableEmission = false; partSys.Play (); speedRange = maxSpeed - minSpeed; sizeRange = maxSize - minSize; rotation.Set (90f, 0f, 0f); transform.localEulerAngles = rotation; toRotation = Quaternion.LookRotation (new Vector3 (0f, -100f, 0f)); }
// Use this for initialization void Start () { player = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerMover>(); env = GameObject.FindGameObjectWithTag ("Background").GetComponent<EnvironmentInit> (); Cursor.visible = true; }