//private bool inDeathAnimation; // Start is called before the first frame update void Start() { healthComponent = GetComponent <HealthComponent>(); entityController = GetComponent <EntityControllerComp>(); flagHandler = GetComponent <FlagHandler>(); anim = GetComponent <Animator>(); isDead = false; //inDeathAnimation = false; healthComponent.OnDeath += AtZeroHP; }
protected virtual void Start() { moveHandler = GetComponent <MoveHandler>(); targeter = GetComponent <Targeter>(); entityController = GetComponent <EntityControllerComp>(); hasEntityController = (entityController != null); flagHandler = GetComponent <FlagHandler>(); avoider = GetComponentInChildren <Avoider>(); hasAvoider = (avoider != null); linksToAttempt = new List <MoveLink>(); }
// Use this for initialization /*void Start () { * moveHandler.GenericStateEvent += EnterGenericState; * }*/ private void Awake() { directionalInput = Vector2.zero; inputBuffers = new InputBuffer[inputNames.Length]; for (int i = 0; i < inputBuffers.Length; i++) { inputBuffers[i] = new InputBuffer(inputNames[i]); } HookInputActions(); flagHandler = GetComponent <FlagHandler>(); moveHandler = GetComponent <MoveHandler>(); entityController = GetComponent <EntityControllerComp>(); healthComp = GetComponent <HealthComponent>(); CurrentMoves = new List <MoveLink>(); GenerateMoveList(); entityController.LandingEvent += OnLandingEvent; GameManager.Instance.PlayerHealth = healthComp; }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "PlayerFlag" || other.gameObject.tag == "EnemyFlag") { FlagHandler flagHandler = other.gameObject.GetComponent <FlagHandler>(); FlagType flagType = flagHandler.GetFlagType(); if (baseType == BaseType.PLAYER && flagType == FlagType.ENEMY) { // TODO: Add points for player flagHandler.ResetPosition(); } else if (baseType == BaseType.ENEMY && flagType == FlagType.PLAYER) { // TODO: Add points for enemy flagHandler.ResetPosition(); } } }
// Use this for initialization void Awake() { currentMove = null; animator = GetComponent <Animator>(); flagHandler = GetComponent <FlagHandler>(); entityController = GetComponent <EntityControllerComp>(); playerInput = GetComponent <PlayerInputHandler>(); targeter = GetComponent <Targeter>(); healthComp = GetComponent <HealthComponent>(); if (healthComp != null) { healthComp.OnDeath += Die; } flagHandler.Flags = new FlagData(defaultFlagValues, ValueFlags.None); moveTime = 0; dodgeCount = 0; overDodge = 0; listenToMoveMotion = true; lastMoveTime = 0; }
public static bool Evaluate(Requirement R) { Character _C; foreach (var f in R.CheckFlags) { bool?b = FlagHandler.GetFlag(f.ID); if (b == null || b != f.ToSet) { ; } } //Switch over types of requirements and solve them independently. switch (R._Type) { case RequirementTypes.IsAlive: foreach (var c in R.Targets) { if (R.Affirmative) { //Characters are all Alive if (!Character.GetCharacter(c).Alive) { return(false); } } else { //Characters are All Dead if (Character.GetCharacter(c).Alive) { return(false); } } } break; case RequirementTypes.HasItem: _C = Character.GetCharacter(R.Targets[0]); if (R.Affirmative) { //Character Has All Items for (int i = 0; i < R.Targets.Count; i++) { if (i > 0) { Item L = Item.GetItem(R.Targets[i]); if (!_C.Items.Contains(L)) { return(false); } } } } else { //Character Does Not Have any Items for (int i = 0; i < R.Targets.Count; i++) { if (i > 0) { Item L = Item.GetItem(R.Targets[i]); if (_C.Items.Contains(L)) { return(false); } } } } break; default: throw new ArgumentOutOfRangeException(); } return(true); }
void Awake() { cityAudio = gameObject.AddComponent<AudioSource>(); foreach (Transform childTransform in transform) { if (childTransform.name != "Flag") { MapPointClickHandler clickHandler = childTransform.gameObject.AddComponent<MapPointClickHandler>(); clickHandler.ClickDelegate = OnClickedChild; clickHandler.RightClickDelegate = OnRightClickedChild; } } flag = transform.Find("Flag").GetComponent<FlagHandler>(); baseColor = transform.Find("Building").GetComponent<BaseColorHandler>(); armyStack = transform.Find("ArmyStack"); civStack = transform.Find("CivStack"); foodStack = transform.Find("FoodStack"); }
public void Set() { FlagHandler.SetFlag(this); }
private void Start() { flagHandler = GameObject.Find("BarracksSprite").GetComponent <FlagHandler>(); barracks = GameObject.Find("BarracksSprite").GetComponent <Barracks>(); gameObject.SetActive(FlagMode); }
// Use this for initialization void Start() { xdistance = float.MaxValue; entityController = GetComponent <EntityControllerComp>(); flagHandler = GetComponent <FlagHandler>(); }