void Start() { _animator = this.gameObject.GetComponent <Animator>(); _doorSlideScript = _door1.GetComponent <DoorSlideScript>(); _characterBehaviourScript = this.gameObject.GetComponent <CharacterBehaviourScript>(); }
// Update is called once per frame void Update() { CharacterBehaviourScript characterScript = gameObject.GetComponent <CharacterBehaviourScript> (); bool wasWalking = characterScript.wasWalking(); bool isWalking = characterScript.isWalking(); if (isWalking && !wasWalking) //Time.time > nextMoveSoundFire) { //playEvent ("Play_Walk_1"); { playEvent("Walk_player1"); //nextMoveSoundFire = Time.time + MoveSoundFireRate; } else if (!isWalking) { //stopEvent ("Play_Walk_1"); stopEvent("Walk_player1"); } bool jumped = characterScript.jumped(); if (jumped) { playEvent("Jump_player1"); characterScript.toggleJumpedThisStep(); } bool wasHit = characterScript.wasHit(); if (wasHit) { playEvent("LowHit_player1"); characterScript.toggleWasHit(); } }
void Start() { _robot0Behaviour = _enemyRobots[0].GetComponent <EnemyRobotBehaviour>(); _robot1Behaviour = _enemyRobots[1].GetComponent <EnemyRobotBehaviour>(); _gunPickupScript = this.gameObject.GetComponent <GunPickupScript>(); _animator = this.gameObject.GetComponent <Animator>(); _characterBehaviourScript = this.gameObject.GetComponent <CharacterBehaviourScript>(); _charController = this.gameObject.GetComponent <CharacterController>(); _aDSCamera.SetActive(false); }
void Start() { _characterBehaviourScript = this.gameObject.GetComponent <CharacterBehaviourScript>(); }
bool collidedToStackAble(Collider2D other) { //Debug.Log ("collidedwith:"); //Debug.Log (other.tag); GameObject collidedGameObject = other.gameObject; if (collidedGameObject.CompareTag("Player")) { //collided with plate: CharacterBehaviourScript script = collidedGameObject.GetComponentInParent <CharacterBehaviourScript> (); if (!script.collidedToPlateFromTop(other, rigidBodyOfInterest.transform.position.y)) { //the collision must be from above, and to the plate, not to the feet! return(false); } if (script.getSizeOfStack() > 0) { //the pile has other pancakes, I do not sack on this pancake return(false); } else { if (script.checkIfHasSpaceForStacking()) { stackingToPlate = true; ownerScript = script; ownerID = ownerScript.getPlayerId(); return(true); } else { //the stack is full, there can be no more pancakes return(false); } } } else if (collidedGameObject.CompareTag("SinglePancakeConnectRigidBody")) { //Debug.Log ("collided with singePancake"); //the collision is not with the base, it is with another pancake: //did I hit the stackable pancake rigid body? PancakeBehaviourScript script = collidedGameObject.GetComponentInParent <PancakeBehaviourScript> (); //Debug.Log ("is pancake stacked?"); //Debug.Log (script.isStacked ()); if (script.isStacked()) { //Debug.Log ("pancake is stacked"); //pancake is stacked: if (script.isTopPancake()) { //Debug.Log("Pancake is top pancake"); //pancake is top pancake, if (collidedGameObject.transform.position.y < rigidBodyOfInterest.transform.position.y) { //the collision is from above if (script.getOwnerScript().checkIfHasSpaceForStacking()) { //the owner plate of the pancake it collided with has space: //can stack now: ownerScript = script.getOwnerScript(); ownerID = ownerScript.getPlayerId(); return(true); } } } } } return(false); }