/// <summary> /// On Init we grab our character /// </summary> public override void Initialization() { _character = this.gameObject.GetComponent <Character>(); _orientation2D = this.gameObject.GetComponent <CharacterOrientation2D>(); _gizmosColor.a = 0.25f; _init = true; }
protected override void Initialization() { _character = GetComponent <Character>(); _orientation2D = GetComponent <CharacterOrientation2D>(); animationTime = aoeProjectile.GetComponent <delayedAoE>().animationDelay; }
/// <summary> /// On init we grab our Character component /// </summary> public override void Initialization() { _character = this.gameObject.GetComponentInParent <Character>(); _orientation2D = _character?.FindAbility <CharacterOrientation2D>(); _collider = this.gameObject.GetComponentInParent <Collider2D>(); _gizmoColor.a = 0.25f; _init = true; }
/// <summary> /// On init we grab our orientation to be able to detect facing direction /// </summary> protected override void Initialization() { base.Initialization(); _orientation2D = _weapon.Owner.GetComponent <Character>()?.FindAbility <CharacterOrientation2D>(); _contactFilter = new ContactFilter2D(); _contactFilter.layerMask = TargetsMask; _contactFilter.useLayerMask = true; _detectionColliders = new List <Collider2D>(); _initialized = true; }
/// <summary> /// On init we grab all the components we'll need /// </summary> protected override void Initialization() { _controller = this.gameObject.GetComponentInParent <TopDownController>(); _character = this.gameObject.GetComponentInParent <Character>(); _orientation2D = _character?.FindAbility <CharacterOrientation2D>(); _characterMovement = _character?.FindAbility <CharacterMovement>(); _health = _character?._health; _mmPath = this.gameObject.GetComponentInParent <MMPath>(); // initialize the start position _startPosition = transform.position; // initialize the direction _direction = _orientation2D.IsFacingRight ? Vector2.right : Vector2.left; _initialScale = transform.localScale; _currentIndex = 0; _indexLastFrame = -1; _waitingDelay = 0; _initialized = true; }
/// <summary> /// Returns true if the Brain's Target is facing us (this will require that the Target has a Character component) /// </summary> /// <returns></returns> protected virtual bool EvaluateTargetFacingDirection() { if (_brain.Target == null) { return(false); } _orientation2D = _brain.Target.gameObject.GetComponent <Character>()?.FindAbility <CharacterOrientation2D>(); if (_orientation2D != null) { if (_orientation2D.IsFacingRight && (this.transform.position.x > _orientation2D.transform.position.x)) { return(true); } if (!_orientation2D.IsFacingRight && (this.transform.position.x < _orientation2D.transform.position.x)) { return(true); } } return(false); }
/// <summary> /// On init we grab our CharacterHandleWeapon ability /// </summary> protected override void Initialization() { _character = GetComponentInParent <Character>(); _orientation2D = _character?.FindAbility <CharacterOrientation2D>(); _characterHandleWeapon = _character?.FindAbility <CharacterHandleWeapon>(); }
/// <summary> /// On init we grab our CharacterHandleWeapon ability /// </summary> protected override void Initialization() { _character = GetComponent <Character>(); _orientation2D = GetComponent <CharacterOrientation2D>(); _characterHandleWeapon = this.gameObject.GetComponent <CharacterHandleWeapon>(); }