コード例 #1
0
        public override void Init()
        {
            this.InteractiveGameObject.CreateLogicCollider(InteractiveObjectLogicCollider);
            interactiveObjectTag = new InteractiveObjectTag {
                IsPlayer = true
            };

            PlayerInteractiveObjectInitializerData = PlayerConfigurationGameObject.Get().PlayerGlobalConfiguration.PlayerInteractiveObjectInitializerData;

            #region External Dependencies

            var gameInputManager = GameInputManager.Get();

            #endregion


            var cameraPivotPoint = GameObject.FindGameObjectWithTag(TagConstants.CAMERA_PIVOT_POINT_TAG);

            PlayerInputMoveManager       = new PlayerInputMoveManager(PlayerInteractiveObjectInitializerData.SpeedMultiplicationFactor, cameraPivotPoint.transform, gameInputManager, this.InteractiveGameObject.PhysicsRigidbody);
            PlayerBodyPhysicsEnvironment = new PlayerBodyPhysicsEnvironment(this.InteractiveGameObject.PhysicsRigidbody, this.InteractiveGameObject.PhysicsCollider, PlayerInteractiveObjectInitializerData.MinimumDistanceToStick);
            PlayerSelectionWheelManager  = new PlayerSelectionWheelManager(this, gameInputManager,
                                                                           PlayerActionEntryPoint.Get());

            //Getting persisted position
            PlayerPositionPersistenceManager.Get().Init(this);
            this.InteractiveGameObject.InteractiveGameObjectParent.transform.position = PlayerPositionPersistenceManager.Get().PlayerPositionBeforeLevelLoad.GetPosition();
            this.InteractiveGameObject.InteractiveGameObjectParent.transform.rotation = PlayerPositionPersistenceManager.Get().PlayerPositionBeforeLevelLoad.GetQuaternion();

            this._baseObjectAnimatorPlayableSystem = new BaseObjectAnimatorPlayableSystem(this.AnimatorPlayable, LocomotionAnimationDefinition);
        }
コード例 #2
0
        public override void Init()
        {
            this.InteractiveGameObject.CreateLogicCollider(this.PlayerInteractiveObjectDefinition.InteractiveObjectLogicCollider);

            /// Agent creation is used to allow player movement without input.
            this.InteractiveGameObject.CreateAgent(this.PlayerInteractiveObjectDefinition.AIAgentDefinition);
            /// It is disabled by default.
            this.InteractiveGameObject.Agent.enabled = false;

            interactiveObjectTag = new InteractiveObjectTag {
                IsPlayer = true, IsTakingDamage = true
            };

            PlayerInteractiveObjectInitializerData = PlayerConfigurationGameObject.Get().PlayerGlobalConfiguration.PlayerInteractiveObjectInitializerData;

            #region External Dependencies

            this.GameInputManager = GameInputManager.Get();

            #endregion

            this.PlayerSpeedAttenuationSystem = new PlayerSpeedAttenuationSystem();
            this.ObjectMovementSpeedSystem    = new ObjectMovementSpeedSystem(this, PlayerInteractiveObjectInitializerData.TransformMoveManagerComponent, this.PlayerSpeedAttenuationSystem,
                                                                              ObjectSpeedCalculationType.MANUAL);

            var cameraPivotPoint = GameObject.FindGameObjectWithTag(TagConstants.CAMERA_PIVOT_POINT_TAG);
            this.playerMoveManager = new PlayerMoveManager(this, this.ObjectMovementSpeedSystem,
                                                           new PlayerRigidBodyMoveManager(this, PlayerInteractiveObjectInitializerData.TransformMoveManagerComponent, this.ObjectMovementSpeedSystem, cameraPivotPoint.transform),
                                                           new PlayerAgentMoveManager(this, PlayerInteractiveObjectInitializerData.TransformMoveManagerComponent, this.OnDestinationReached));

            PlayerBodyPhysicsEnvironment = new PlayerBodyPhysicsEnvironment(this.InteractiveGameObject.PhysicsRigidbody, this.InteractiveGameObject.PhysicsCollider, PlayerInteractiveObjectInitializerData.MinimumDistanceToStick);

            //Getting persisted position
            PlayerPositionPersistenceManager.Get().Init(this);
            this.InteractiveGameObject.InteractiveGameObjectParent.transform.position = PlayerPositionPersistenceManager.Get().PlayerPositionBeforeLevelLoad.GetPosition();
            this.InteractiveGameObject.InteractiveGameObjectParent.transform.rotation = PlayerPositionPersistenceManager.Get().PlayerPositionBeforeLevelLoad.GetQuaternion();

            this.PlayerObjectAnimationStateManager = new PlayerObjectAnimationStateManager(this.AnimationController, this.PlayerInteractiveObjectDefinition.BaseLocomotionAnimationDefinition);
        }