private void OnEnable() { _body2d = GetComponent <Rigidbody2D>(); _controller = GetComponent <ControllableObject>(); _collisionState = GetComponent <PlayerCollisionState>(); _audioSource = GetComponent <AudioSource>(); }
private void OnEnable() { _controller = GetComponent <ControllableObject>(); _collisionState = GetComponent <PlayerCollisionState>(); _shotgunGO = GetComponentInChildren <Shotgun>(); }
private void OnEnable() { _GM = GameManager.Instance.GetComponent <GameManager>(); _effectPositions = GetComponentsInChildren <Transform>(); _movementManager = GetComponent <PlayerMovementManager>(); _collisionState = GetComponent <PlayerCollisionState>(); }
/// <summary> /// Constructor /// </summary> /// <param name="components"></param> /// <param name="input"></param> public PlayerModel( Components components, PlayerCollisionState collisionState, InputState input) { _components = components; CollisionState = collisionState; Input = input; }
//private bool _animating = false; private void OnEnable() { _collisionState = GetComponent <PlayerCollisionState>(); _controller = GetComponent <ControllableObject>(); // START THE GAME MANAGER, WINDOW MANAGER, AND THE EVENT SYSTEM // They are not used in this script, but they started for the reset of the game. GameManager GM = GameManager.Instance.GetComponent <GameManager>(); WindowManager WM = WindowManager.Instance.GetComponent <WindowManager>(); EventSystemSingleton ESS = EventSystemSingleton.Instance.GetComponent <EventSystemSingleton>(); }
//set what the player is coliding with for the purpouses of jumping and wallclimbing void GroundWallCheck() { if (groundCheck.GetComponent <GroundTrigger>().isTriggerd == true) { if (collisionStateUpdateCD == 0) { collisionState = PlayerCollisionState.ground; anim.grounded = true; isGrounded = true; coyoteTime = 0.15f; remainingJumps = airJumps; dash.canDash = true; } else { collisionStateUpdateCD = Mathf.Max(0, collisionStateUpdateCD - Time.deltaTime); } } else if (wallCheck.GetComponent <GroundTrigger>().isTriggerd == true) { collisionState = PlayerCollisionState.wall; anim.grounded = false; isGrounded = false; remainingJumps = airJumps; } else { collisionState = PlayerCollisionState.none; if (coyoteTime == 0) { anim.grounded = false; isGrounded = false; } else { coyoteTime = Mathf.Max(0, coyoteTime - Time.deltaTime); } } }
protected virtual void Awake() { _controller = GameObject.FindGameObjectWithTag("Player").GetComponent <ControllableObject>(); _collisionState = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCollisionState>(); }
public bool HasCollisionFlag(PlayerCollisionState flag) { return((CollisionState & flag) != 0); }