コード例 #1
0
    /// <summary>
    /// Latch the specified controller on to the box.
    /// </summary>
    /// <param name="controller">Controller to latch.</param>
    /// <param name="direction">Direction of the latch.</param>
    private void Latch(RaycastCharacterController controller, RC_Direction direction)
    {
        BoxPuller puller = controller.GetComponent <BoxPuller>();

        if (IsGrounded(groundedLookAhead) && (puller == null || puller.CanLatch(this)))
        {
            this.direction   = direction;
            this.controller  = controller;
            gameObject.layer = latchedLayer;
        }
    }
コード例 #2
0
 /// <summary>
 /// Unlatch the latched controller
 /// </summary>
 private void UnLatch()
 {
     if (controller != null)
     {
         BoxPuller puller = controller.GetComponent <BoxPuller>();
         if (puller != null)
         {
             puller.ReleaseBox();
         }
     }
     gameObject.layer = backgroundLayer;
     controller       = null;
 }
コード例 #3
0
ファイル: FallDamage.cs プロジェクト: keiranlovett/Nocturnal
    private void Land()
    {
        isFalling = false;
        if (fallSpeed <= minSpeedForAction)
        {
            switch (fallDamageAction)
            {
            case FallDamageAction.STUN: controller.Stun(stunTime); break;

            case FallDamageAction.SEND_MESSAGE_DIE: controller.SendMessage("Die", null, SendMessageOptions.DontRequireReceiver);  break;

            case FallDamageAction.SEND_MESSAGE_HIT: controller.SendMessage("Hit", fallSpeed, SendMessageOptions.DontRequireReceiver); break;

            case FallDamageAction.SIMPLE_HEALTH_DAMAGE: controller.GetComponent <SimpleHealth>().FallDamage(fallSpeed); break;
            }
        }
        fallSpeed = 0.0f;
    }
コード例 #4
0
	/// <summary>
	/// Latch the specified controller on to the box.
	/// </summary>
	/// <param name="controller">Controller to latch.</param>
	/// <param name="direction">Direction of the latch.</param>
	private void Latch(RaycastCharacterController controller, RC_Direction direction) {
		BoxPuller puller = controller.GetComponent<BoxPuller>();
		if (IsGrounded(groundedLookAhead) && (puller == null || puller.CanLatch(this) )) {
			this.direction = direction;
			this.controller = controller;
			gameObject.layer = latchedLayer;
		}
	}