// Use this for initialization void Start() { PlayerState = State.OnGround; pms = GetComponent <PlayerMovementSmooth>(); climb = GetComponent <Climb>(); lame = GetComponent <LadderMovement>(); gc = GetComponentInChildren <GroundCheck>(); }
/// <summary> /// On awake, initialize varaibles. /// </summary> protected void Awake() { Debug.Assert(oddsOfClimbingLadderUp >= 0); Debug.Assert(oddsOfClimbingLadderDown >= 0); walkMovement = GetComponent <WalkMovement>(); ladderMovement = GetComponent <LadderMovement>(); Debug.Assert(ladderMovement != null); }
/// <summary> /// On awake, populate vars. /// </summary> protected void Awake() { myBody = GetComponent <Rigidbody2D>(); LadderMovement ladderMovement = GetComponent <LadderMovement>(); ladderMovement.onGettingOffLadder += ClimbLadder_onGettingOffLadder; ladderMovement.onGettingOnLadder += LadderMovement_onGettingOnLadder; Debug.Assert(myBody != null); }
// Use this for initialization void Start() { isDeath = false; counter = GetComponent <Score> (); shadowScript = GetComponent <shadowWalk> (); groundScript = GetComponent <GroundMovement> (); ladderScript = GetComponent <LadderMovement> (); pushPullScript = GetComponent <PushPullMovement> (); playerBody = GetComponent <Rigidbody2D> (); playerAnimation = GetComponent <Animator>(); }
/// <summary> /// On awake, initial variables. /// </summary> protected void Awake() { ladderMovement = GetComponentInParent <LadderMovement>(); myCollider = GetComponent <Collider2D>(); floorFilter = new ContactFilter2D() { layerMask = LayerMask.GetMask(new[] { "Floor" }), useLayerMask = true }; Debug.Assert(ladderMovement != null); Debug.Assert(myCollider != null); }
// Use this for initialization void Start() { PlayerState = State.OnGround; jump = GetComponent <Jump>(); pms = GetComponent <PlayerMovementSmooth>(); climb = GetComponent <Climb>(); lame = GetComponent <LadderMovement>(); whip = GetComponentInChildren <Whip>(); gc = GetComponentInChildren <GroundCheck>(); playerCollider = GetComponent <BoxCollider2D>(); }
/// <summary> /// On awake, populate variables and register for ladder events. /// Disable this component until fade completes (preventing movement). /// </summary> protected void Awake() { Debug.Assert(oddsOfGoingUpHill >= 0); Debug.Assert(timeBeforeFirstWander >= 0); walkMovement = GetComponent <WalkMovement>(); ladderMovement = GetComponent <LadderMovement>(); feet = GetComponentInChildren <Feet>(); ladderMovement.onGettingOffLadder += LadderMovement_onGettingOffLadder; AppearInSecondsAndFadeInSprite.DisableMeTillComplete(this); Debug.Assert(walkMovement != null); Debug.Assert(feet != null); }
/// <summary> /// On awake, populate variables. /// </summary> protected void Awake() { instance = this; myBody = GetComponent <Rigidbody2D>(); feet = GetComponent <Feet>(); walkMovement = GetComponent <WalkMovement>(); jumpMovement = GetComponent <JumpMovement>(); ladderMovement = GetComponent <LadderMovement>(); Debug.Assert(myBody != null); Debug.Assert(feet != null); Debug.Assert(walkMovement != null); Debug.Assert(jumpMovement != null); Debug.Assert(ladderMovement != null); }
void Start() { ladder_script = player.GetComponent <LadderMovement>(); anim = GameObject.Find("gIRL RIG").GetComponent <Animator>(); }
public void GenerateLevelData(bool withBackup = false) { Debug.Log(withBackup); if (withBackup) { level = backupLevel; } else { // Push all data to level List <LadderInfo> ladderInfos = new List <LadderInfo>(); level = new Level(levelIndex, tutorialContent, ladderInfos); LevelUtil.setCurrentLevel(level); GameObject[] ladders = GameObjectUtils.FindGameObjectsWithTag(Constants.ObjectTags.ladder.ToString()); GameObjectUtils.SortGameObjectByPositionY(ladders); for (int i = 0; i < ladders.Length; i++) { GameObject ladder = ladders[i]; LadderInfo ladderInfo = new LadderInfo(); Ladder ladderComponent = ladder.GetComponent <Ladder>(); ladderInfo.initAngle = -1 * ladderComponent.initAngle; ladderInfo.type = Constants.LadderType.normalLadder; ladderInfo.timeout = ladderComponent.timeout; LadderRotate ladderRotate = ladder.GetComponent <LadderRotate>(); if (ladderRotate.speed > 0) { ladderInfo.rotate = new LadderRotateData(ladderRotate.isClockwise, ladderRotate.speed); } else { ladderInfo.rotate = null; } LadderMovement ladderMovement = ladder.GetComponent <LadderMovement>(); if (ladderMovement.speed > 0) { ladderInfo.initPosition.Fill(ladder.GetComponent <Explode>().initPosition); MyVector3[] points = new MyVector3[ladderMovement.points.Count]; for (int j = 0; j < ladderMovement.points.Count; j++) { points[j] = new MyVector3(); points[j].Fill(ladderMovement.points[j]); } ladderInfo.movement = new LadderMovementData(ladderMovement.type, points, ladderMovement.distances, ladderMovement.speed, ladderMovement.radius, ladderMovement.isClockwise, ladderMovement.initAngle); } else { ladderInfo.initPosition.Fill(ladder.transform.position); ladderInfo.movement = null; } ladderInfos.Add(ladderInfo); } level.ladders = ladderInfos; backupLevel = level; } }