Exemplo n.º 1
0
    }//PlayJumpAnimation


    public virtual void SetDashedTrigger(AAbility ability) {
        if (AnimatorCmp == null)
            return;
        if(AnimatorCmp.GetAnimatorTransitionInfo(0).anyState)
            return;
        AnimatorCmp.SetTrigger(Props.Dashed);
    }//PlayJumpAnimation
Exemplo n.º 2
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 private void onCrouchInvoke(AAbility cmp) {
     if (_crouchCmp is null) {
         _crouchCmp = cmp as Crouch;
     }
     this.SetBool(cmp.AnimationState, _crouchCmp.IsCrouching);
     if (_crouchCmp.IsCrouching) {
         this.SetTrigger("Crouched");
     }
 }
Exemplo n.º 3
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 private void ActivateOrDeactivateAbility(AAbility ability)
 {
     if (!ability.IsActive)
     {
         StartCoroutine(ability.Enable());
     }
     else
     {
         ability.Disable();
     }
 }
Exemplo n.º 4
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 void SelectAbility(int i)
 {
     if (enabled && user)
     {
         AAbility[] aas = user.GetComponentsInChildren <AAbility>();
         if (i < aas.Length)
         {
             activeAbility = aas[i];
             EventSelectTargetTiles.Invoke(activeAbility.TargetableTiles());
         }
     }
 }
Exemplo n.º 5
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    static public Sprite GetIconA(this AAbility ability)
    {
        switch (ability)
        {
        case AAbility.DefaultJump:
            return(Manager.WorldOptions.DefaultJumpSprite);

        case AAbility.DoubleJump:
            return(Manager.WorldOptions.DefaultJumpSprite);

        default:
            throw new Exception("Missing sprite for " + ability.ToString());
        }
    }
Exemplo n.º 6
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 public void SetUser(GameObject o)
 {
     user = o;
     AAbility[] aas = o.GetComponentsInChildren <AAbility>();
     if (aas.Length == 0)
     {
         return;
     }
     activeAbility = aas[0];
     for (int i = 0; i < aas.Length; i++)
     {
         buttons.SetIcon(i, aas[i].icon);
     }
 }
Exemplo n.º 7
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    private void Awake()
    {
        //Ref:
        rb          = GetComponent <Rigidbody2D>();
        anim        = gameObject.GetComponentInChildren <Animator>();
        rend        = GetComponentInChildren <SpriteRenderer>();
        textMesh    = GetComponent <TextMeshPro>();
        stockCanvas = GameObject.FindGameObjectWithTag("StockCanvas").GetComponent <StockCanvas>();

        //Dont Destroy:
        DontDestroyOnLoad(gameObject);

        bAbility = Manager.WorldOptions.bDefault;
        aAbility = Manager.WorldOptions.aDefault;
        xAbility = Manager.WorldOptions.xDefault;
        yAbility = Manager.WorldOptions.yDefault;
    }
Exemplo n.º 8
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        private void InitializeAbility()
        {
            switch (_abilityName)
            {
            case "1":
            {
                _ability = _playerManager.CharacterController.Ability1;
                break;
            }

            case "2":
            {
                _ability = _playerManager.CharacterController.Ability2;
                break;
            }

            case "Ultimatum":
            {
                _ability = _playerManager.CharacterController.Ability1;
                break;
            }
            }
        }
Exemplo n.º 9
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 private void onTriggerInvoke(AAbility cmp) {
     this.SetTrigger(cmp.AnimationState);
 }//onTriggerInvoke
Exemplo n.º 10
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    void SetAbility()
    {
        switch (abilityType)
        {
        case 0:
            var abilityListA = Manager.WorldOptions.availableAAbilities;
            var rA           = Random.Range(0, abilityListA.Count);
            textMesh.text = abilityListA[rA].ToString();
            newAAbility   = abilityListA[rA];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1,Enum.GetValues(typeof(AAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(AAbility)))
             * {
             *  if(i == abilitySubType)
             *  {
             *      print((AAbility)i);
             *      textMesh.text = Enum.GetName(typeof(AAbility), i);
             *      newAAbility = (AAbility)i;
             *  }
             * }*/
            break;

        case 1:
            var abilityListX = Manager.WorldOptions.availableXAbilities;
            var rX           = Random.Range(0, abilityListX.Count);
            textMesh.text = abilityListX[rX].ToString();
            newXAbility   = abilityListX[rX];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1, Enum.GetValues(typeof(XAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(XAbility)))
             * {
             *  if (i == abilitySubType)
             *  {
             *      print((XAbility)i);
             *      textMesh.text = Enum.GetName(typeof(XAbility), i);
             *      newXAbility = (XAbility)i;
             *  }
             * }*/
            break;

        case 2:
            var abilityListY = Manager.WorldOptions.availableYAbilities;
            var rY           = Random.Range(0, abilityListY.Count);
            textMesh.text = abilityListY[rY].ToString();
            newYAbility   = abilityListY[rY];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1, Enum.GetValues(typeof(YAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(YAbility)))
             * {
             *  if (i == abilitySubType)
             *  {
             *      print((YAbility)i);
             *      textMesh.text = Enum.GetName(typeof(YAbility), i);
             *      newYAbility = (YAbility)i;
             *  }
             * }*/
            break;

        case 3:
            var abilityListB = Manager.WorldOptions.availableBAbilities;
            var rB           = Random.Range(0, abilityListB.Count);
            textMesh.text = abilityListB[rB].ToString();
            newBAbility   = abilityListB[rB];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1, Enum.GetValues(typeof(BAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(BAbility)))
             * {
             *  if (i == abilitySubType)
             *  {
             *      print((BAbility)i);
             *      textMesh.text = Enum.GetName(typeof(BAbility), i);
             *      newBAbility = (BAbility)i;
             *  }
             * }*/
            break;

        default:
            break;
        }
    }
Exemplo n.º 11
0
 public void ChangeAAbility(AAbility newAAbility)
 {
     aAbility = newAAbility;
 }