public override void OnInspectorGUI() { //Axis axis = Axis.x; RigidBody2DUnidirectional myTarget = (RigidBody2DUnidirectional)target; myTarget.autoMove = EditorGUILayout.Toggle("Automatic Move", myTarget.autoMove); myTarget.axisToMove = (Axis)EditorGUILayout.EnumPopup("Axis To Move", myTarget.axisToMove); /*if (!myTarget.autoMove) * myTarget.analogicInput = EditorGUILayout.Toggle("analogicInput", myTarget.analogicInput); * * if (myTarget.analogicInput) * myTarget.moveForce = EditorGUILayout.FloatField("Force",myTarget.moveForce);*/ myTarget.maxSpeed = EditorGUILayout.FloatField("Max Speed", myTarget.maxSpeed); if (!myTarget.autoMove) { myTarget.hasLimit = EditorGUILayout.Toggle("Limit", myTarget.hasLimit); } if (myTarget.hasLimit) { myTarget.upperLimit = EditorGUILayout.FloatField("Upper Limit", myTarget.upperLimit); myTarget.bottomLimit = EditorGUILayout.FloatField("Lower Limit", myTarget.bottomLimit); } if (GUI.changed) { EditorUtility.SetDirty(target); } }
private Jump2D jump2d; //Jump2D reference /// <summary> /// Awake this instance. /// </summary> void Awake() { // Setting up references. rigidBody2DUnidirectional = GetComponent <RigidBody2DUnidirectional>(); veadoAnimationSetter = GetComponent <VeadoAnimationSetter>(); jump2d = GetComponent <Jump2D>(); NotificationCenter.DefaultCenter().AddObserver(this, "ReceiveDamage"); }
/// <summary> /// Awake this instance. /// </summary> void Awake() { // Setting up references. rigidBody2DUnidirectional = GetComponent<RigidBody2DUnidirectional>(); veadoAnimationSetter = GetComponent<VeadoAnimationSetter>(); jump2d = GetComponent<Jump2D>(); NotificationCenter.DefaultCenter().AddObserver(this, "ReceiveDamage"); }
/// <summary> /// Awake this instance. /// </summary> void Awake() { // Setting up references. circle = GetComponent <CircleCollider2D> (); rigidBody2DUnidirectional = GetComponent <RigidBody2DUnidirectional>(); cthulhuAnimationSetter = GetComponent <CthulhuAnimationSetter>(); jump2d = GetComponent <Jump2D>(); NotificationCenter.DefaultCenter().AddObserver(this, "ReceiveDamage"); }
// Use this for initialization void Awake() { userControl = this; if (!rigidBody2DUnidirectional) rigidBody2DUnidirectional = GetComponent<RigidBody2DUnidirectional>(); if (!singleMeleeAttack) singleMeleeAttack = GetComponent<SingleMeleeAttack>(); jump2d = GetComponent<Jump2D>(); }
public IEnumerator UsingLightTravel(float time) { PlayerStatus.playerStatus.pause = true; for (int i = 0; i < PlayerStatus.playerStatus.othersSpriteRenderer.Length; i++) { PlayerStatus.playerStatus.othersSpriteRenderer [i].enabled = false; } PlayerStatus.playerStatus.headSpriteRenderer.enabled = false; initialMaxSpeed = rigidBody2DUnidirectional.maxSpeed; //record maxSpeed so we can return to this value later player.rigidbody2D.velocity = new Vector2(0, 0); player.rigidbody2D.gravityScale = 0.01f; backgrondDarkner.enabled = true; PlayerStatus.playerStatus.InvulnerableByXTimes(time, false); PlayerStatus.playerStatus.headSpriteRenderer.enabled = false; PlayerStatus.playerStatus.bodySpriteRenderer.enabled = false; for (int i = 0; i < PlayerStatus.playerStatus.othersSpriteRenderer.Length; i++) { PlayerStatus.playerStatus.othersSpriteRenderer[i].enabled = false; } foreach (SpriteRenderer spriteRenderer in PlayerStatus.playerStatus.othersSpriteRenderer) { spriteRenderer.enabled = false; } if (jump2d) { jump2d.enabled = false; newRigidBody2DUnidirectional = player.AddComponent <RigidBody2DUnidirectional>(); newRigidBody2DUnidirectional.axisToMove = Axis.y; newRigidBody2DUnidirectional.autoMove = false; newRigidBody2DUnidirectional.hasLimit = true; newRigidBody2DUnidirectional.moveForce = 15; newRigidBody2DUnidirectional.upperLimit = 20f; newRigidBody2DUnidirectional.bottomLimit = 0f; newUserControl = player.AddComponent <UserControl>(); newUserControl.axisToMove = Axis.y; newUserControl.rigidBody2DUnidirectional = newRigidBody2DUnidirectional; } while (player.rigidbody2D.velocity.x < 65 && time > 0) { rigidBody2DUnidirectional.maxSpeed *= 1.1f; time -= 0.1f; yield return(new WaitForSeconds(0.1f)); } yield return(new WaitForSeconds(time)); PlayerStatus.playerStatus.pause = false; //magneticPrefab.GetComponent<Animator>().speed = 5; //yield return new WaitForSeconds (3); PoolManager.Pools["props"].Despawn(transform); }
public override void OnSpawned() { base.OnSpawned (); if (!player) { player = PlayerStatus.playerStatus.gameObject; rigidBody2DUnidirectional = player.GetComponent<RigidBody2DUnidirectional>(); jump2d = player.GetComponent<Jump2D>(); backgrondDarkner = Camera.main.transform.FindChild("BackgroundDarkener").GetComponent<SpriteRenderer>(); } newUserControl = null; newRigidBody2DUnidirectional = null; }
public override void OnSpawned() { base.OnSpawned(); if (!player) { player = PlayerStatus.playerStatus.gameObject; rigidBody2DUnidirectional = player.GetComponent <RigidBody2DUnidirectional>(); jump2d = player.GetComponent <Jump2D>(); backgrondDarkner = Camera.main.transform.FindChild("BackgroundDarkener").GetComponent <SpriteRenderer>(); } newUserControl = null; newRigidBody2DUnidirectional = null; }
// Use this for initialization void Awake() { userControl = this; if (!rigidBody2DUnidirectional) { rigidBody2DUnidirectional = GetComponent <RigidBody2DUnidirectional>(); } if (!singleMeleeAttack) { singleMeleeAttack = GetComponent <SingleMeleeAttack>(); } jump2d = GetComponent <Jump2D>(); }
public IEnumerator UsingLightTravel(float time) { PlayerStatus.playerStatus.pause = true; for(int i = 0; i < PlayerStatus.playerStatus.othersSpriteRenderer.Length; i++) { PlayerStatus.playerStatus.othersSpriteRenderer [i].enabled = false; } PlayerStatus.playerStatus.headSpriteRenderer.enabled = false; initialMaxSpeed = rigidBody2DUnidirectional.maxSpeed; //record maxSpeed so we can return to this value later player.rigidbody2D.velocity = new Vector2 (0,0); player.rigidbody2D.gravityScale = 0.01f; backgrondDarkner.enabled = true; PlayerStatus.playerStatus.InvulnerableByXTimes(time, false); PlayerStatus.playerStatus.headSpriteRenderer.enabled = false; PlayerStatus.playerStatus.bodySpriteRenderer.enabled = false; for(int i = 0; i < PlayerStatus.playerStatus.othersSpriteRenderer.Length; i++) { PlayerStatus.playerStatus.othersSpriteRenderer[i].enabled = false; } foreach (SpriteRenderer spriteRenderer in PlayerStatus.playerStatus.othersSpriteRenderer) spriteRenderer.enabled = false; if (jump2d) { jump2d.enabled = false; newRigidBody2DUnidirectional = player.AddComponent<RigidBody2DUnidirectional>(); newRigidBody2DUnidirectional.axisToMove = Axis.y; newRigidBody2DUnidirectional.autoMove = false; newRigidBody2DUnidirectional.hasLimit = true; newRigidBody2DUnidirectional.moveForce = 15; newRigidBody2DUnidirectional.upperLimit = 20f; newRigidBody2DUnidirectional.bottomLimit = 0f; newUserControl = player.AddComponent<UserControl>(); newUserControl.axisToMove = Axis.y; newUserControl.rigidBody2DUnidirectional = newRigidBody2DUnidirectional; } while (player.rigidbody2D.velocity.x < 65 && time > 0) { rigidBody2DUnidirectional.maxSpeed *= 1.1f; time -= 0.1f; yield return new WaitForSeconds(0.1f); } yield return new WaitForSeconds (time); PlayerStatus.playerStatus.pause = false; //magneticPrefab.GetComponent<Animator>().speed = 5; //yield return new WaitForSeconds (3); PoolManager.Pools["props"].Despawn (transform); }
/// <summary> /// Awake this instance. /// </summary> void Awake() { // Setting up references. circle = GetComponent<CircleCollider2D> (); rigidBody2DUnidirectional = GetComponent<RigidBody2DUnidirectional>(); cthulhuAnimationSetter = GetComponent<CthulhuAnimationSetter>(); jump2d = GetComponent<Jump2D>(); NotificationCenter.DefaultCenter().AddObserver(this, "ReceiveDamage"); }