private void Awake() { if (instance == null) { instance = this; } }
public CollisionHandlerStateSheet(PlayerCollisionHandler handler, int groundContatctCount = 0, int steepContactCount = 0, int stepsSinceLastGrounded = 0) { this.handler = handler ?? throw new ArgumentNullException(nameof(handler)); this.groundContatctCount = groundContatctCount; this.steepContactCount = steepContactCount; this.stepsSinceLastGrounded = stepsSinceLastGrounded; }
public override void HandleCollision(PlayerCollisionHandler player, Vector3 fromDirection, float distance) { base.HandleCollision(player.collider, fromDirection, distance); if (fromDirection.y <= 0) { // If the player hits his twin from the bottom, left, or right, then jump _controller.Jump(); } }
void Start() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <PlayerCollisionHandler>(); joint = GetComponent <DistanceJoint2D>(); x = 0; y = 0; dir = Vector2.zero; }
public void Construct( PlayerModel player, PlayerCollisionHandler collisionHandler, PlayerMovementHandler movementHandler, PlayerAnimationHandler animationHandler) { _player = player; _collisionHandler = collisionHandler; _movementHandler = movementHandler; _animationHandler = animationHandler; }
void SetSwimStateSurfaceWater() { //Debug.Log("SetSwimStateSurfaceWater"); m_SwimState = SwimmingState.InWaterSurface; if (m_AnimStatePlayer != null) { m_AnimStatePlayer.SetSwimState(m_SwimState); } PlayerCollisionHandler.ResizeNormalCollider(); m_HipHeightAdjust = 0.0f; }
void SetSwimStateShallowWater() { //Debug.Log("SetSwimStateShallowWater"); m_SwimState = SwimmingState.InShallowWater; if (m_AnimStatePlayer != null) { m_AnimStatePlayer.SetSwimState(m_SwimState); } PlayerCollisionHandler.ResizeNormalCollider(); m_HipHeightAdjust = -0.1f; }
void Start() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <PlayerCollisionHandler>(); joint = GetComponent <DistanceJoint2D>(); animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); x = 0; y = 0; dir = Vector2.zero; }
void SetSwimStateDeepWater() { //Debug.Log("SetSwimStateDeepWater"); m_SwimState = SwimmingState.InDeepWater; if (m_AnimStatePlayer != null) { m_AnimStatePlayer.SetSwimState(m_SwimState); } PlayerCollisionHandler.ResizeSwimmCollider(); m_HipHeightAdjust = 0.0f; m_bDivingIntoWater = false; }
void Update() { PlayerCollisionHandler.StartCollisions(HorizontalMovement.HorizontalMovementState, PlayerStatusVariables.facingDirection); HorizontalMovement.StartMovement(); HorizontalMovement.PressMovementHandler(); VerticalMovement.StartMovement(); VerticalMovement.PressMovementHandler(); MiscellaneousMovement.StartMovement(); MiscellaneousMovement.PressMovementHandler(); CombatMovement.StartMovement(); CombatMovement.PressMovementHandler(); }
void SetSwimStateDiving() { //Debug.Log("SetSwimStateDiving: Diving"); m_SwimState = SwimmingState.Diving; if (m_AnimStatePlayer != null) { m_AnimStatePlayer.SetSwimState(m_SwimState); } PlayerCollisionHandler.ResizeSwimmCollider(); m_HipHeightAdjust = 0.0f; if (physics != null) { physics.SetFreeFallSpeed(0.085f); } }
void SetSwimStateNone() { //Debug.Log("SetSwimStateNone: Setting Normal Physics (e.g standing jump)"); m_SwimState = SwimmingState.None; if (m_AnimStatePlayer != null) { m_AnimStatePlayer.SetSwimState(m_SwimState); } PlayerCollisionHandler.ResizeNormalCollider(); m_HipHeightAdjust = -0.1f; if (physics != null) { physics.SetFreeFallSpeed(2.5f); } }
private static GameObject CreateTrigger(Vector2 start, Vector2 end, string name, Action onEnter, Color c) { GameObject gameObject = CollisionTrigger.CreatePlane(new Vector3[] { new Vector3(start.x, start.y), new Vector3(start.x, end.y), new Vector3(end.x, start.y), new Vector3(end.x, end.y) }, name, c); PlayerCollisionHandler playerPosTrigger = gameObject.AddComponent <PlayerCollisionHandler>(); playerPosTrigger.onEnter = onEnter; gameObject.SetActive(true); return(gameObject); }
private void OnGameStartedOrResumed() { isPlaying = true; // Track time playing startTime = Time.time; scoreLabel.Score = score = 0; ComponentsEnabled = true; scoreLabel.Displayed = true; scoreLabel.DisplayStars = false; scoreLabel.GetComponent <Animator>().SetBool(FocusedID, false); // Restart game components components PlayerController.ResetPlayer(); SpeedIncreaser.Restart(); PlayerCollisionHandler.Restart(); }
protected override void LoadContent() { EnemySpriteFactory.Instance.LoadAllTextures(Content); ItemSpriteFactory.Instance.LoadAllTextures(Content); PlayerSpriteFactory.Instance.LoadAllTextures(Content); PlayerCollisionHandler.LoadCollisionResponseTable(); /*Test item collisions from left*/ PlayerOnItemCollisionTests.AssertPlayerCollectsBalloonLeft(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaLeft(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaGroupLeft(); PlayerOnItemCollisionTests.AssertPlayerCollectsKongTileLeft(); PlayerOnItemCollisionTests.AssertPlayerRollsPlayerBarrelLeft(); PlayerOnItemCollisionTests.AssertPlayerCollectsTrophyLeft(); PlayerOnItemCollisionTests.AssertPlayerRollsStandardBarrelLeft(); /*Test item collisions from right*/ PlayerOnItemCollisionTests.AssertPlayerCollectsBalloonRight(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaRight(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaGroupRight(); PlayerOnItemCollisionTests.AssertPlayerCollectsKongTileRight(); PlayerOnItemCollisionTests.AssertPlayerRollsPlayerBarrelRight(); PlayerOnItemCollisionTests.AssertPlayerCollectsTrophyRight(); PlayerOnItemCollisionTests.AssertPlayerRollsStandardBarrelRight(); /*Test item collisions from bottom*/ PlayerOnItemCollisionTests.AssertPlayerCollectsBalloonBottom(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaBottom(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaGroupBottom(); PlayerOnItemCollisionTests.AssertPlayerCollectsKongTileBottom(); PlayerOnItemCollisionTests.AssertPlayerRollsPlayerBarrelBottom(); PlayerOnItemCollisionTests.AssertPlayerCollectsTrophyBottom(); PlayerOnItemCollisionTests.AssertPlayerRollsStandardBarrelBottom(); /*Test item collisions from top*/ PlayerOnItemCollisionTests.AssertPlayerCollectsBalloonTop(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaTop(); PlayerOnItemCollisionTests.AssertPlayerCollectsBananaGroupTop(); PlayerOnItemCollisionTests.AssertPlayerCollectsKongTileTop(); PlayerOnItemCollisionTests.AssertPlayerRollsPlayerBarrelTop(); PlayerOnItemCollisionTests.AssertPlayerCollectsTrophyTop(); PlayerOnItemCollisionTests.AssertPlayerRollsStandardBarrelTop(); /*Test enemy collisions from left*/ //PlayerOnEnemyCollisionTests.AssertGnawtyKillsPlayerLeft(); PlayerOnEnemyCollisionTests.AssertKritterKillsPlayerLeft(); PlayerOnEnemyCollisionTests.AssertKlumpKillsPlayerLeft(); PlayerOnEnemyCollisionTests.AssertNeckyKillsPlayerLeft(); /*Test enemy collisions from right*/ //PlayerOnEnemyCollisionTests.AssertGnawtyKillsPlayerRight(); PlayerOnEnemyCollisionTests.AssertKritterKillsPlayerRight(); PlayerOnEnemyCollisionTests.AssertKlumpKillsPlayerRight(); PlayerOnEnemyCollisionTests.AssertNeckyKillsPlayerRight(); /*Test enemy collisions from top*/ //PlayerOnEnemyCollisionTests.AssertGnawtyKillsPlayerBottom(); PlayerOnEnemyCollisionTests.AssertKritterKillsPlayerBottom(); PlayerOnEnemyCollisionTests.AssertKlumpKillsPlayerBottom(); PlayerOnEnemyCollisionTests.AssertNeckyKillsPlayerBottom(); /*Test player kill enemy collisions*/ PlayerOnEnemyCollisionTests.AssertPlayerKillsGnawty(); PlayerOnEnemyCollisionTests.AssertPlayerKillsKlump(); PlayerOnEnemyCollisionTests.AssertPlayerKillsKritter(); PlayerOnEnemyCollisionTests.AssertPlayerKillsNecky(); /*Test player kill enemy by rolling from left collisions*/ PlayerOnEnemyCollisionTests.AssertPlayerKillsGnawtyRollLeft(); PlayerOnEnemyCollisionTests.AssertPlayerKillsKlumpRollLeft(); PlayerOnEnemyCollisionTests.AssertPlayerKillsKritterRollLeft(); PlayerOnEnemyCollisionTests.AssertPlayerKillsNeckyRollLeft(); /*Test player kill enemy by rolling from right collisions*/ PlayerOnEnemyCollisionTests.AssertPlayerKillsGnawtyRollRight(); PlayerOnEnemyCollisionTests.AssertPlayerKillsKlumpRollRight(); PlayerOnEnemyCollisionTests.AssertPlayerKillsKritterRollRight(); PlayerOnEnemyCollisionTests.AssertPlayerKillsNeckyRollRight(); }
int m_bPlayerInstanceCount = 0; //flag to disable multiple player instances void InitialiseInstance(Parser.Tr2Item tr2item) { GameObject go = tr2item.UnityObject; go.name += " " + tr2item.ObjectID; if (tr2item.ObjectID == 0) { if (m_bPlayerInstanceCount == 1) { GameObject.Destroy(tr2item.UnityObject); return; } //playable character found! m_Player = go; m_Player.layer = UnityLayer.Player; m_PrevPlayPos = m_Player.transform.position; m_Player.transform.parent = m_LevelRoot; if (m_leveldata.Camera != null) { m_leveldata.Camera.target = m_Player.transform; } LaraStatePlayer stateplayer = m_Player.AddComponent <LaraStatePlayer>(); stateplayer.tranimations = m_DynamicPrefabs[0].AnimClips; m_Player.name = "Lara"; GameObject FlashLight = new GameObject("Fire Torch"); FlashLight.AddComponent <FlashLightStatePlayer>(); Light lt = FlashLight.AddComponent <Light>(); lt.type = LightType.Spot; lt.range = 5; lt.spotAngle = 70; lt.intensity = 5; FlashLight.transform.parent = m_Player.transform.Find("objPart:0");//.Find("objPart:7").Find("objPart:14"); FlashLight.transform.position = FlashLight.transform.parent.position; FlashLight.transform.forward = FlashLight.transform.parent.forward; lt.enabled = false; Player player = go.AddComponent <Player>(); player.m_Tr2Item = tr2item; HealthMonitor healthmon = go.AddComponent <HealthMonitor>(); PlayerCollisionHandler playercollider = go.AddComponent <PlayerCollisionHandler>(); //Initialise Current Active Room for player player.m_AnimStatePlayer = stateplayer; player.m_Room = SetRoomForPlayer(); if (player.m_Room != null) { Debug.Log("Player Rooms: " + player.m_Room.name); player.SetSwimState(player.m_Room); } AICondition.SetActive(m_Player, true); //set every game object under player as player Transform[] objs = m_Player.GetComponentsInChildren <Transform>(); foreach (Transform t in objs) { t.gameObject.layer = UnityLayer.Player; } //Add Charecter light GameObject LaraLight = new GameObject("Lara Light"); Light light = LaraLight.AddComponent <Light>(); light.transform.position = m_Player.transform.position; light.type = LightType.Directional; light.transform.forward = Vector3.Reflect(Vector3.one, -Vector3.up); light.transform.parent = m_Player.transform; light.cullingMask = MaskedLayer.Player; light.intensity = 0.3f; light.gameObject.AddComponent <LaraLightStatePlayer>(); m_bPlayerInstanceCount = 1; } //check if we have any custom behabiour script for object else if (m_OnAttachBehabiourScript != null && !m_OnAttachBehabiourScript(tr2item.UnityObject, tr2item.ObjectID, m_Player, tr2item)) { go.AddComponent <DefaultStatePlayer>(); // user did not attached any custom behabiour. so use default one AICondition.SetActive(go, true); //Added default activation state active } }
private void Awake() { Instance = this; }
private void Awake() { _enemyTrigger = GetComponent <PlayerCollisionHandler>(); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); playerCol = GetComponent <PlayerCollisionHandler>(); desiredPosition = transform.position; }
public virtual void HandleCollision(PlayerCollisionHandler other, Vector3 fromDirection, float distance) { DefaultHandleCollision(other, fromDirection, distance); }