// ========================================================================== // /* protected - Override & Unity API */ protected override void OnAwake() { base.OnAwake(); _pCharacterController = GetComponent <CCharacterController2D>(); _pCharacterController.EventOnAwake(); }
// ================================================================================================== protected override void OnInit(CCharacterController2D pCharacterController2D) { base.OnInit(pCharacterController2D); _pColliderGround = pCharacterController2D.p_pCollider_GroundChecker; _sLayerTerrain = pCharacterController2D.p_sWhatIsTerrain; }
private void Start() { _characterController = this.GetComponent <CCharacterController2D>(); // calculate gravity _gravity = -(2 * _jumpHeight) / Mathf.Pow(_timeToJumpApex, 2); // calculate jump velocity needed to reach the jump _jumpVelocity = Mathf.Abs(_gravity) * _timeToJumpApex; }
// ========================================================================== // protected override void OnInit(CCharacterController2D pCharacterController2D) { base.OnInit(pCharacterController2D); _bLockClimb = false; p_pCollider_Ladder = null; p_bIsClimbLadder = false; _pCharacterController2D.p_Event_OnGround.Subscribe += OnGround; }
// ========================================================================== // protected override void OnInit(CCharacterController2D pCharacterController2D) { base.OnInit(pCharacterController2D); pCharacterController2D.p_Event_OnGround.Subscribe += OnResetJumpCount; pCharacterController2D.p_Event_OnLadder.Subscribe += OnResetJumpCount; pCharacterController2D.p_Event_OnWallSliding.Subscribe += OnSet_JumpCount_IsOne; pCharacterController2D.p_Event_OnFalling.Subscribe += OnFalling; _iCurrentMultipleJumpCount = 0; }
public void DoInit(CCharacterController2D pCharacterController2D, CCharacterController2D_MoveLogicBase pMoveLogic, CCharacterController2D_LadderLogicBase pLadderLogic) { _pCharacterController2D = pCharacterController2D; rigidbody = _pCharacterController2D.p_pRigidbody; transform = _pCharacterController2D.transform; _pMoveLogic = pMoveLogic; _pLadderLogic = pLadderLogic; OnInit(pCharacterController2D); }
protected virtual void OnInit(CCharacterController2D pCharacterController2D) { }