void Start() { initialPosition = transform.localPosition; playerMovement = GetComponentInParent <PlayerMovement>(); inputHolder = GetComponentInParent <InputHolder>(); }
private void Start() { body = GetComponent <Rigidbody2D>(); inputHolder = GetComponent <InputHolder>(); desiredRotation = body.rotation; }
private void Start() { _body = GetComponent <Rigidbody>(); _inputHolder = GetComponent <InputHolder>(); desiredRotation = _body.rotation.eulerAngles.y; }
private void Start() { _inputHolder = GetComponentInParent <InputHolder>(); _collider = GetComponentInParent <Collider>(); initialY = transform.localPosition.y; InitIdle(); }
private void Start() { _body = GetComponent <Rigidbody>(); _inputHolder = GetComponent <InputHolder>(); _groundDetector = GetComponentInChildren <GroundDetector>(); desiredRotation = rotationTarget.eulerAngles.y; }
void Start() { inputHolder = GetComponentInParent <InputHolder>(); if (!inputHolder) { Debug.LogError("Input holder not found!"); } }
private void Start() { inputHolder = GetComponentInParent <InputHolder>(); sprites = GetComponentsInChildren <SpriteRenderer>(); alphas = new float[sprites.Length]; for (int i = 0; i < sprites.Length; ++i) { alphas[i] = sprites[i].color.a; } }
// We schrijven data naar een tijdelijk model klasse om eerst in de controller de input te valideren // Daarna zal de data naar hun respectievelijke klasse worden omgezet en naar de db worden weggeschreven private void ProcessFileData(string fileData) { using (StringReader reader = new StringReader(fileData)) { InputHolder inputHolder; List <InputHolder> ihList = new List <InputHolder>(); string line; // Elke row uitlezen while ((line = reader.ReadLine()) != null) { // Elke column uit een row opsplitsen (\t = tab) string[] para = line.Split('\t'); // Lege rows negeren (voorbeeld excel bevat lege rows) if (para.Length > 3) { // Voor- en achternaam uit fullname halen string[] fullname = para[5].Split(' '); string fName = ""; string lName = ""; for (int i = 0; i > fullname.Length; i++) { if (i == 0) { fName = fullname[i]; } else { lName += fullname[i]; } } // Hier komt logica : data naar object inputHolder = new InputHolder() { Badge = Int32.Parse(para[2]), PNumber = para[3], ContractId = para[4], voornaam = fName, naam = lName, VoertuigNaam = para[6], nummerplaat = para[7], Tarief = decimal.Parse(para[8]), BeginDatum = Int32.Parse(para[9]) // <-- geen datetime, later omzetten //EindDatum = para[10], // <-- veld kan leeg zijn? //Waarborg = para[11], // }; for (int i = 0; i < para.Length; i++) { System.Diagnostics.Debug.WriteLine(para[i]); } System.Diagnostics.Debug.WriteLine(" "); } } } }
/// <summary> /// Initializes the primary structure and sub-components. /// </summary> public void Initialize() { Time = new TimeHolder(); Graphics = new GraphicsHolder(); Settings = new SettingHolder(); Input = new InputHolder(); Input.Initialize(this); Time.Initialize(); Graphics.Initialize(this); }
private void On_RepairFinished() { var item = InputHolder.CurrentItem; InputHolder.SetItem(null); ResultHolder.SetItem(item); foreach (var reqItem in RequiredItems) { m_Inventory.RemoveItems(reqItem.Name, reqItem.Needs); } }
private void Start() { rigidbody = GetComponent <Rigidbody2D>(); movement = GetComponent <RigidbodyMovement>(); inputHolder = GetComponent <InputHolder>(); animator = GetComponent <Animator>(); health = GetComponent <HealthController>(); if (weapon) { weapon.InitCharacterStateController(this); } }
protected void Start() { inputHolder = GetComponentInParent <InputHolder>(); }
void Start() { rigidbody = GetComponent <Rigidbody2D>(); inputHolder = GetComponent <InputHolder>(); }
void Start() { _inputHolder = GetComponent <InputHolder>(); _body = GetComponent <Rigidbody>(); _groundDetector = GetComponentInChildren <GroundDetector>(); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); iH = GetComponent <InputHolder>(); }
void Start() { inputHolder = GetComponent <InputHolder>(); body = GetComponent <Rigidbody>(); }
public static void SetInput(AnimationState state, InputHolder inputHolder, int id) { state.AddIsPressed(() => inputHolder.keys[id]); }
public void Awake() { input = GetComponentInParent <InputHolder>(); InitIndicators(animationIndicators); InitIndicators(environmentIndicators); }
void Start() { input = GetComponent <InputHolder>(); }
void Awake() { instance = this; }
void Start() { input = GetComponent <InputHolder>(); perception = GetComponentInChildren <PerceptionDetector>(); }