protected virtual void Initialization() { _character = GetComponent <CharacterMotor2D>(); _controller = GetComponent <CController>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _characterGravity = GetComponent <CharacterGravity>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _health = GetComponent <Health>(); //BindAnimator(); //_sceneCamera = _character.SceneCamera; _inputManager = _character.LinkedInputManager; _state = _character.CharacterState; if (GetComponent <InputManager>() == null) { _character.LoadStates(_movement); _character.LoadCondition(_condition); } else { _movement = _character.MovementState; _condition = _character.ConditionState; } AbilityPermitted = true; if (_character.MovementState == null) { print(""); } _abilityInitialized = true; }
// Start is called before the first frame update void Start() { _controller = GetComponent <CharacterController>(); _gravityScript = GetComponent <CharacterGravity>(); _cameraScript = GetComponent <PlayerCamera>(); _povScript = GetComponent <ChangePOV>(); _playerRef = transform.Find("Player"); _thirdPersonCamera = _cameraScript.ThirdPersonCamera; StopMovement(); }
protected virtual void OnTriggerEnter2D(Collider2D collider) { CharacterGravity characterGravity = collider.gameObject.GetComponentNoAlloc <CharacterGravity>(); if (characterGravity == null) { return; } else { characterGravity.ReverseHorizontalInputWhenUpsideDown = false; } }
public override void Awake() { base.Awake(); _motor = GetComponent <CharacterMotor2D>(); _gravity = GetComponent <CharacterGravity>(); OnCollisionGroundEvent = _motor.OnCollision .Where(x => x.IsGroundCollision(60f)); OnLandOnGroundEvent = OnCollisionGroundEvent .Where(x => !Ground.IsOn); OnCollisionWallLeftEvent = _motor.OnCollision .Where(x => x.IsWallLeftCollision(30f)); OnCollisionWallRightEvent = _motor.OnCollision .Where(x => x.IsWallRightCollision(30f)); }
protected virtual void Initialization() { _transform = transform; _boxCollider = (BoxCollider2D)GetComponent <BoxCollider2D>(); _originalColliderSize = _boxCollider.size; _originalColliderOffset = _boxCollider.offset; if ((_boxCollider.offset.x != 0) && (Parameters.DisplayWarnings)) { Debug.LogWarning("The boxcollider for " + gameObject.name + " should have an x offset set to zero. Right now this may cause issues when you change direction close to a wall."); } _contactList = new List <RaycastHit2D>(); State = new CControllerState(); _platformMaskSave = PlatformMask; PlatformMask |= OneWayPlatformMask; PlatformMask |= MovingPlatformMask; PlatformMask |= MovingOneWayPlatformMask; PlatformMask |= MidHeightOneWayPlatformMask; _sideHitsStorage = new RaycastHit2D[NumberOfHorizontalRays]; _belowHitsStorage = new RaycastHit2D[NumberOfVerticalRays]; _aboveHitsStorage = new RaycastHit2D[NumberOfVerticalRays]; CurrentWallCollider = null; State.Reset(); SetRaysParameters(); if (AutomaticGravitySettings) { CharacterGravity characterGravity = this.gameObject.GetComponentNoAlloc <CharacterGravity>(); if (characterGravity == null) { this.transform.rotation = Quaternion.identity; } } }
// Use this for initialization void Start() { rb = GetComponent<Rigidbody> (); characterGrav = GetComponent<CharacterGravity> (); gravityCanon = FindObjectOfType<TransferGravity> (); }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); rb = GetComponent<Rigidbody> (); characterGrav = GetComponent<CharacterGravity> (); gravityCanon = FindObjectOfType<TransferGravity> (); moveLeft = false; moveRight = false; crouching = false; }
// Start is called before the first frame update void Start() { FactorVector = Vector3.one; _GChecker = GetComponent <GroundChecker>(); _cGrav = GetComponent <CharacterGravity>(); }
// Start is called before the first frame update void Start() { gravityModule = GetComponent <CharacterGravity>(); ccModule = GetComponent <UnityEngine.CharacterController>(); }