コード例 #1
0
 /// <summary>
 /// On Start we grab our components
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     _characterJump     = this.gameObject.MMGetComponentNoAlloc <CharacterJump>();
     _characterWallJump = this.gameObject.MMGetComponentNoAlloc <CharacterWalljump>();
     _characterSwim     = this.gameObject.MMGetComponentNoAlloc <CharacterSwim>();
 }
コード例 #2
0
 /// <summary>
 /// On Start we grab our components
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     _characterJump     = _character?.FindAbility <CharacterJump>();
     _characterWallJump = _character?.FindAbility <CharacterWalljump>();
     _characterSwim     = _character?.FindAbility <CharacterSwim>();
 }
コード例 #3
0
 /// <summary>
 /// On Start() we reset our number of jumps
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     ResetNumberOfJumps();
     _characterWallJump           = GetComponent <CharacterWalljump>();
     _characterCrouch             = GetComponent <CharacterCrouch>();
     _characterButtonActivation   = GetComponent <CharacterButtonActivation>();
     _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> ();
     _characterLadder             = GetComponent <CharacterLadder>();
 }
コード例 #4
0
ファイル: CharacterJump.cs プロジェクト: sytme2zen/LDJam1005
 /// <summary>
 /// On Start() we reset our number of jumps
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     ResetNumberOfJumps();
     _characterWallJump         = GetComponent <CharacterWalljump>();
     _characterCrouch           = GetComponent <CharacterCrouch>();
     _characterButtonActivation = GetComponent <CharacterButtonActivation>();
     _characterLadder           = GetComponent <CharacterLadder>();
     _initialNumberOfJumps      = NumberOfJumps;
     CanJumpStop = true;
 }
コード例 #5
0
 /// <summary>
 /// On Start() we reset our number of jumps
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     ResetNumberOfJumps();
     _characterWallJump         = _character?.FindAbility <CharacterWalljump>();
     _characterCrouch           = _character?.FindAbility <CharacterCrouch>();
     _characterButtonActivation = _character?.FindAbility <CharacterButtonActivation>();
     _characterLadder           = _character?.FindAbility <CharacterLadder>();
     _initialNumberOfJumps      = NumberOfJumps;
     CanJumpStop = true;
 }
コード例 #6
0
        /// <summary>
        /// On init we grab our components and set them if needed, set our initial direction and run state
        /// </summary>
        protected override void Initialization()
        {
            base.Initialization();
            if (AutoSetup)
            {
                _characterHorizontalMovement.ReadInput = false;
            }

            switch (InitialDirection)
            {
            case InitialDirections.Left:
                _currentDirection = -1f;
                break;

            case InitialDirections.Right:
                _currentDirection = 1f;
                break;

            case InitialDirections.None:
                _currentDirection = 0f;
                break;
            }

            _characterRun = _character?.FindAbility <CharacterRun>();
            if (_characterRun != null)
            {
                if (AutoSetup)
                {
                    _characterRun.ReadInput = false;
                }
                if (RunningOnStart)
                {
                    _running = true;
                    _characterRun.ForceRun(true);
                }
            }

            _characterWallJump = _character?.FindAbility <CharacterWalljump>();
            if (_characterWallJump != null)
            {
                _characterWallJump.OnWallJump += OnWallJump;
            }

            _drivenInput = InitialInput;
        }