public override void Initialize(Actor data) { base.Initialize(data); Modules.Abilitiable.TryGetAbility(out _blackRose); _nurtureAura = TriggerUtility.GetOrCreateTrigger <SphereCollider>(data, "Nurture Aura"); _nurtureAura.Collider.radius = _nurtureRange; _nurtureAura.Trigger.Enter += Nurture_Enter; _nurtureAura.Trigger.Exit += Nurture_Exit; _neglectAura = TriggerUtility.GetOrCreateTrigger <SphereCollider>(data, "Neglect Aura"); _neglectAura.Collider.radius = _neglectRange; _neglectAura.Trigger.Enter += Neglect_Enter; _neglectAura.Trigger.Exit += Neglect_Exit; _neglectAura.Collider.enabled = false; _nurtureAura.Collider.enabled = true; _nurtureTargets = new List <IHealable>(); _neglectTargets = new List <IHealable>(); _rrTeamChecker = TeamableChecker.AllyOnly(Modules.Teamable); _brTeamChecker = TeamableChecker.NonAllyOnly(Modules.Teamable); CheckBuilder = new AbilityPredicateBuilder(data) { AllowSelf = false }; View = new SimpleAbilityView() { Icon = _rrIcon, Cooldown = CheckBuilder.Cooldown, StatCost = CheckBuilder.MagicCost, }; CheckBuilder.RebuildChecks(); }
// Use this for initialization void Awake() { anim = GetComponent <Animator>(); antiClimbTrigger = GetComponentInChildren <TriggerHelper>(); // We need to convert the angle for the deadzone from degrees to radians. deadZone *= Mathf.Deg2Rad; }
private void OnTriggerEnter(Collider other) { if (!TriggerHelper.SatisfiesCondition(other)) { return; } DoActivateTrigger(); }
void OnCollisionEnter(Collision collision) { if (!TriggerHelper.SatisfiesCondition(collision.collider)) { return; } Animator.Play("fallingback"); }
public AttackTargetTrigger(Actor actor, TriggerHelper <T> helper, ITeamable teamable = default) { _targets = new List <Actor>(); Trigger = helper; Actor = actor; Teamable = teamable; if (Teamable != null) { Teamable.TeamChanged += OnMyTeamChanged; } Trigger.Trigger.Enter += TriggerOnEnter; Trigger.Trigger.Exit += TriggerOnExit; }
public override void Initialize(Actor data) { base.Initialize(data); _sphereCollider = TriggerUtility.CreateTrigger <SphereCollider>(Self, "MagicalBacklash Trigger"); _sphereCollider.Trigger.Enter += OnActorEnter; _sphereCollider.Trigger.Exit += OnActorExit; _targetBuffer = new List <IAbilitiable>(); Checker = new AbilityPredicateBuilder(data) { AllowSelf = false, Teamable = TeamableChecker.NonAllyOnly(Modules.Teamable) }; View = new SimpleAbilityView() { Icon = _icon }; Register(data); if (data.TryGetModule <IKillable>(out var killable)) { killable.Died += SelfDied; } }
public AIEvent(Boolean p_autoReset) { m_trigger = new TriggerHelper(); m_autoReset = p_autoReset; }