public PlayerDead(playerControl p) { player = p; animator = p.animator; playerBody = p.GetComponent <Rigidbody>(); spriteRenderer = p.GetComponent <SpriteRenderer>(); }
public void TurnOffGuntime() { player.GetComponent <Rigidbody>().useGravity = true; player.animator.speed /= GUNTIME_SLOWDOWN_FACTOR; // Magic Numbers Ahead... if (player.data.maxSpeed == player.data.groundSpeed) { player.data.groundSpeed /= GUNTIME_SLOWDOWN_FACTOR; player.data.maxSpeed = player.data.groundSpeed; player.data.airSpeed /= GUNTIME_SLOWDOWN_FACTOR; } else if (player.data.maxSpeed == player.data.airSpeed) { player.data.airSpeed /= GUNTIME_SLOWDOWN_FACTOR; player.data.maxSpeed = player.data.airSpeed; player.data.groundSpeed /= GUNTIME_SLOWDOWN_FACTOR; } player.data.jumpDistance /= GUNTIME_SLOWDOWN_FACTOR; Time.timeScale = 1f; Time.fixedDeltaTime = 0.016f * Time.timeScale; inGuntime = false; OnInGuntimeChanged?.Invoke(); }
public void Enter() { myAnimationState = "PlayerHurt"; animator.Play(myAnimationState); player.GetComponent <SpriteRenderer>().color = Color.red; player.data.deadDuration = player.CONSTANTS.DEAD_DURATION; player.dodgeAbility.dodgeDuration = player.data.deadDuration; player.dodgeAbility.PerformDodge(); player.input.Gameplay.Disable(); }
public void Enter() { // use glide animation here: animator.Play("PlayerGlide"); // Halt vertical movement player.GetComponent <Rigidbody>().useGravity = false; float xMovement = input.Gameplay.MoveX.ReadValue <float>(); player.GetComponent <Rigidbody>().velocity = new Vector3(xMovement, 0f, 0f); }
public PlayerShoot(playerControl p) { player = p; playerBody = p.GetComponent <Rigidbody>(); projectile = p.projectile.gameObject; projAtk = projectile.GetComponent <ProjectileAttack>(); input = p.input; }
public PlayerTether(playerControl p) { player = p; playerRB = p.GetComponent <Rigidbody>(); tetherDirection = p.tetherAbility.activeTetherPoint.transform.position - playerRB.position; tetherLength = tetherDirection.magnitude; angle = Vector3.SignedAngle(tetherDirection, Vector3.up, Vector3.forward) * Mathf.Deg2Rad; animator = p.gameObject.GetComponent <Animator>(); spriterenderer = p.gameObject.GetComponent <SpriteRenderer>(); input = p.input; }
// Start is called before the first frame update void Start() { rb = player.GetComponent <Rigidbody>(); }