public PlayerCombatMovement(MonoBehaviour monoBehaviour, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, PlayerStatusController playerStatusController, PlayerHorizontalMovement playerHorizontalMovement, Inventory inventory, float cqcDistance, float cqcDamage, float offsetForThrowableItemPosition, float rangeForShortThrowableItemPosition) : base( monoBehaviour) { this.playerStatusVariables = playerStatusVariables; this.playerStatusController = playerStatusController; this.playerHorizontalMovement = playerHorizontalMovement; this.monoBehaviour = monoBehaviour; this.playerController = playerController; this.playerCollisionHandler = playerCollisionHandler; this.inventory = inventory; this.collider2D = monoBehaviour.GetComponent <Collider2D>(); this.offsetForThrowableItemPosition = offsetForThrowableItemPosition; this.rangeForShortThrowableItemPosition = rangeForShortThrowableItemPosition; this.cqcDistance = cqcDistance; this.cqcDamage = cqcDamage; this.throwableItemPosition = new Vector3(playerCollisionHandler.BoxColliderBounds.topRight.x + offsetForThrowableItemPosition, playerCollisionHandler.BoxColliderBounds.topRight.y); }
public void Effect(PlayerStatusController playerStatusController, PlayerHorizontalMovement playerHorizontalMovement, PlayerStatusVariables playerStatusVariables) { this.playerHorizontalMovement = playerHorizontalMovement; this.playerStatusController = playerStatusController; this.playerStatusVariables = playerStatusVariables; if (playerStatusVariables.isAdrenalineActive) { var range = Random.Range(0, 11); if (range <= 5) { playerStatusController.Die(); } else { playerStatusVariables.isMorphinActive = true; playerStatusController.RegenLifeTemporary(duration, lifeRegenAmount, true); } } else { playerStatusVariables.isMorphinActive = true; playerStatusController.RegenLifeTemporary(duration, lifeRegenAmount, false); currentTimeMorphinEffect = Time.time + duration; CoroutineManager.AddCoroutine(MorphinEffectCoroutine(staminaRegenMultiplier, velocityMultiplier), "MorphinEffectCoroutine", this); } }
private void OnTriggerEnter2D(Collider2D other) { if (!other.gameObject.CompareTag("Player")) { return; } playerStatusVariables = other.GetComponent <PlayerManager>().PlayerStatusVariables; }
private void OnTriggerEnter2D(Collider2D other) { if ((!other.CompareTag("Player") && !other.CompareTag("Enemy")) || other.isTrigger) { return; } if (other.CompareTag("Player")) { playerStatusVariables = other.GetComponent <PlayerManager>().PlayerStatusVariables; } else if (other.CompareTag("Enemy")) { apostleStatusVariables = other.GetComponent <ApostleManager>().ApostleStatusVariables; } }
public PlayerMiscellaneousMovement(MonoBehaviour monoBehaviour, float cameraZoomSize, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, Inventory inventory, Diary diary, InGameMenuController inGameMenuController) : base( monoBehaviour) { this.playerController = playerController; this.playerCollisionHandler = playerCollisionHandler; this.playerStatusVariables = playerStatusVariables; this.inventory = inventory; this.diary = diary; this.inGameMenuController = inGameMenuController; this.cameraZoomSize = cameraZoomSize; }
public PlayerHorizontalMovement(MonoBehaviour monoBehaviour, float maxSpeed, float acceleration, float dodgeForce, float crouchingSpeed, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, PlayerStatusController player) : base( monoBehaviour) { this.playerStatusVariables = playerStatusVariables; this.monoBehaviour = monoBehaviour; this.maxSpeed = maxSpeed; this.acceleration = acceleration; this.dodgeForce = dodgeForce; this.crouchingSpeed = crouchingSpeed; this.characterHeight = capsuleCollider2D.bounds.size.y; this.playerController = playerController; this.playerCollisionHandler = playerCollisionHandler; this.player = player; this.VelocityMultiplier = 1f; }
public PlayerVerticalMovement(MonoBehaviour monoBehaviour, float jumpForce, float climbingLadderSmoothness, float climbingObstacleSmoothness, float climbLadderVelocity, float minimumFallingDistanceForDamage , float minimumDamageForFalling, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, PlayerStatusController player) : base( monoBehaviour) { this.playerStatusVariables = playerStatusVariables; this.playerCollisionHandler = playerCollisionHandler; this.playerController = playerController; this.jumpForce = jumpForce; this.climbingLadderSmoothness = climbingLadderSmoothness; this.climbingObstacleSmoothness = climbingObstacleSmoothness; this.minimumFallingDistanceForDamage = minimumFallingDistanceForDamage; this.minimumDamageForFalling = minimumDamageForFalling; this.currentGravityScale = rigidbody2D.gravityScale; this.climbLadderVelocity = climbLadderVelocity; this.player = player; }
void Start() { currentStamina = maxStamina; currentLife = maxLife; timeTrackerForSpendingStamina = Time.time; staminaBar.maxValue = maxStamina; staminaBar.minValue = 0; lifeBar.maxValue = maxLife; lifeBar.minValue = 0; lifeBar.value = currentLife; staminaBar.value = currentStamina; playerStatusVariables = GetComponent <PlayerStatusVariables>(); collider2D = GetComponent <CapsuleCollider2D>(); StaminaRegenMultiplier = 1; if (GameManager.instance.NavigationAcessor == null) { GameManager.instance.NavigationAcessor = GameObject.FindGameObjectWithTag("Navigation").GetComponent <Navigation>(); } navigation = GameManager.instance.NavigationAcessor; }
public void OnTriggerEnter2D(Collider2D other) { if ((!other.CompareTag("Player") && !other.CompareTag("Enemy")) || other.isTrigger) { return; } if (ladder == LadderType.Ladder) { return; } if (other.CompareTag("Player")) { playerStatusVariables = other.GetComponent <PlayerManager>().PlayerStatusVariables; } else if (other.CompareTag("Enemy")) { apostleStatusVariables = other.GetComponent <ApostleManager>().ApostleStatusVariables; } adjacentCollider = transform.parent.GetComponent <LadderController>().adjacentCollider; }
public void Effect(PlayerStatusController playerStatusController, PlayerHorizontalMovement playerHorizontalMovement, PlayerStatusVariables playerStatusVariables) { this.playerHorizontalMovement = playerHorizontalMovement; this.playerStatusController = playerStatusController; this.playerStatusVariables = playerStatusVariables; playerStatusVariables.isAdrenalineActive = true; if (playerStatusVariables.isMorphinActive) { var range = Random.Range(0, 11); if (range <= 5) { playerStatusController.Die(); } } currentTimeAdrenalineEffect = Time.time + duration; CoroutineManager.AddCoroutine(AdrenalineEffectCoroutine(staminaRegenMultiplier, velocityMultiplier), "AdrenalineEffectCoroutine", this); }