public Unit(string spritecode, Vector2 pos) { kinematics = new Kinematics(); kinematics.pos = pos; kinematics.g = 1; TimeManager.Entities.Add(this); sprite = Resources.Load <Sprite>(Filepaths.images[spritecode]); spriteOrder = 0; PrefabCreator.CreateSprite(this); colliderwidthcs = 1.2f; colliderheightcs = 0.8f; PrefabCreator.CreateCollider(this); team = Team.wildlifegeneric; health = 100; //initialize basic skill jump = new Jump(this); walkleft = new WalkLeft(this); walkright = new WalkRight(this); walkstop = new WalkStop(this); attack = new Shoot(this); // 2 s cooldown }
public Platform(Vector2 pos, float w, float h) { kinematics.pos = pos; colliderwidthcs = w; colliderheightcs = h; sprite = Resources.Load <Sprite>(Filepaths.images["rblack"]); spriteOrder = 1; PrefabCreator.CreateSprite(this); colliderwidthcs = w / 2; colliderheightcs = h / 2; PrefabCreator.CreateCollider(this); team = Team.environment; }
public Projectile(Vector2 pos, Vector2 v) { kinematics.pos = pos; kinematics.v = v; TimeManager.Entities.Add(this); sprite = Resources.Load <Sprite>(Filepaths.images["Placeholder_circle"]); spriteOrder = -1; PrefabCreator.CreateSprite(this); colliderwidthcs = 0.2f; colliderheightcs = 0.2f; PrefabCreator.CreateCollider(this); // TEMPORARY DEFAULTS: replace with proper functionality team = Team.player; damage = 10; }