コード例 #1
0
ファイル: CarryItem.cs プロジェクト: planiar/prototype
        public void Drop()
        {
            last_bearer       = this.bearer;
            this.bearer       = null;
            collide.isTrigger = throwing ? false : trigger_at_start;
            take_timer        = -0.01f;

            //Reset sorting order/layer
            sprite_render.sortingOrder   = start_order;
            sprite_render.sortingLayerID = start_layer;

            if (last_bearer && !throwing)
            {
                //Reset straight floor position
                transform.position   = new Vector3(last_bearer.transform.position.x, last_bearer.transform.position.y, initial_pos.z);
                transform.localScale = start_size;
                transform.rotation   = start_rot;
                flipX = 1f;
            }

            //Reset auto sort/rotate
            auto_sort.auto_sort = start_auto_order;
            auto_sort.RefreshAutoRotate();
            auto_sort.RefreshSort();

            if (OnDrop != null)
            {
                OnDrop.Invoke(last_bearer.gameObject);
            }
        }
コード例 #2
0
ファイル: CarryItem.cs プロジェクト: planiar/prototype
        private void AdaptOrderInLayer()
        {
            auto_sort.RefreshSort();

            if (bearer)
            {
                if (!rotate_item)
                {
                    CharacterHoldItem char_bearer = bearer.GetComponent <CharacterHoldItem>();
                    int offset = char_bearer.GetCharacter().GetSide() == 0 ? 5 : -5;
                    sprite_render.sortingOrder = char_bearer.GetCharacter().GetSortOrder() + offset;
                }
            }
        }
コード例 #3
0
ファイル: CarryItem.cs プロジェクト: planiar/prototype
        public void Take(CharacterHoldItem bearer)
        {
            this.bearer       = bearer;
            last_bearer       = bearer;
            collide.isTrigger = true;

            sprite_render.sortingLayerID = bearer.GetComponent <SpriteRenderer>().sortingLayerID;
            auto_sort.auto_sort          = false; //Will be sorted based on character instead
            transform.localScale         = start_size * carry_size;

            if (OnTake != null)
            {
                OnTake.Invoke(bearer.gameObject);
            }

            UpdateCarryItem();
        }
コード例 #4
0
ファイル: CarryItem.cs プロジェクト: planiar/prototype
        public bool CanTake(GameObject taker)
        {
            CharacterHoldItem player       = taker.GetComponent <CharacterHoldItem>();
            CarryItem         current_item = player.GetHeldItem();

            if (current_item != null && item_type == current_item.item_type)
            {
                return(false);
            }

            if (take_timer >= -0.01f)
            {
                //Avoid taking back an item you just threw
                return(!throwing || last_bearer != taker);
            }

            return(false);
        }
コード例 #5
0
ファイル: CharacterAnim.cs プロジェクト: planiar/prototype
 void Awake()
 {
     character      = GetComponent <PlayerCharacter>();
     character_item = GetComponent <CharacterHoldItem>();
     animator       = GetComponent <Animator>();
 }