/// <summary> /// Properties belonging to the standard character model only /// </summary> void StandardModelProperties() { StandardMovement movement = CreateBehavior <StandardMovement>() as StandardMovement; movement.CanMoveOnXAxis = canMoveOnXAxis; movement.CanMoveOnYAxis = canMoveOnYAxis; movement.SpeedLimitX = speedLimitX; movement.SpeedLimitY = speedLimitY; }
private void Start() { navigation = GetComponent <ObjectNavigation>(); navigation.OnNodeReached += OnNodeReached; feedback = GetComponent <ObjectUserFeedback>(); currentTranslateType = new StandardMovement(navigation.ObjectSpeedModifyer, navigation.NodeToNodeTime, navigation.LastTarget.position); feedback.AddFunctionNameToTextMesh(currentTranslateType.CurrentFunctionName() + "\n"); }
/// <summary> /// Properties belonging to the standard character model only /// </summary> void StandardModelProperties () { StandardCharacterModel standardModel = Model as StandardCharacterModel; StandardJump standardJump = CreateBehavior<StandardJump> () as StandardJump; StandardMovement movement = CreateBehavior<StandardMovement> () as StandardMovement; movement.CanMoveOnXAxis = true; movement.CanMoveOnYAxis = false; movement.SpeedLimitX = standardModel.jumpSpeedLimitX; }
private void MovableUnitNodeSet(StandardMovement unitMovement, Node node) { // TODO Refactor if (unitMovement) { // TODO Refactor expensive GetComponent call NodeUnit unit = unitMovement.GetComponent <NodeUnit>(); // var pathToNode = Pathfinder.GetPathOfTypeForUnit ( unitMovement.CurrentNode, this, Pathfinder.PathfindingType.Ground, unit ); _nodeVisuals.SetMovableToVisualState(pathToNode != null); } else { _nodeVisuals.SetMovableToVisualState(true); } }
private void Awake() { _standardMovement = GetComponent <StandardMovement>(); }
private void Start() { StandardMovement movement = GetComponent <StandardMovement>(); movement._canTraverseTerrainMap.Add(_terrainType, this); }