Exemplo n.º 1
0
 // Use this for initialization
 void Start()
 {
     PlayerState = State.OnGround;
     pms         = GetComponent <PlayerMovementSmooth>();
     climb       = GetComponent <Climb>();
     lame        = GetComponent <LadderMovement>();
     gc          = GetComponentInChildren <GroundCheck>();
 }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        PlayerState = State.OnGround;

        jump  = GetComponent <Jump>();
        pms   = GetComponent <PlayerMovementSmooth>();
        climb = GetComponent <Climb>();
        lame  = GetComponent <LadderMovement>();

        whip = GetComponentInChildren <Whip>();
        gc   = GetComponentInChildren <GroundCheck>();

        playerCollider = GetComponent <BoxCollider2D>();
    }
Exemplo n.º 3
0
    IEnumerator Flick(float flickertime)
    {
        //playerSpriteRenderer = GetComponentInChildren<SpriteRenderer>();
        playerMovementSmooth = GetComponent <PlayerMovementSmooth>();

        float timestamp = Time.timeSinceLevelLoad;

        do
        {
            playerSpriteRenderer.enabled = !playerSpriteRenderer.enabled;
            yield return(new WaitForSeconds(0.1f));
        } while (timestamp + flickertime > Time.timeSinceLevelLoad);

        playerSpriteRenderer.enabled = true;
        playerMovementSmooth.enabled = true;

        //Destroy(this); //Removes this component.
    }
Exemplo n.º 4
0
    void KnockUp(float waittime, Collision2D col)
    {
        Vector2 KnockbackVector = new Vector2();

        if (x)
        {
            KnockbackVector.x = PowerX;
        }

        if (y)
        {
            KnockbackVector.y = PowerY;
        }

        if (col.transform.position.x < transform.position.x)
        {
            KnockbackVector.x *= -1;
        }

        col.gameObject.GetComponent <Rigidbody2D>().AddForce(KnockbackVector, ForceMode2D.Impulse);

        //Lille trick så man ikke overføre en reference hver gang man kolidere med den samme spike
        if (playerMovementSmooth == null)
        {
            playerMovementSmooth = col.gameObject.GetComponent <PlayerMovementSmooth>();
        }
        if (playerSpriteRenderer == null)
        {
            //playerSpriteRenderer = col.gameObject.GetComponent<SpriteRenderer>();
            playerSpriteRenderer = col.gameObject.GetComponentInChildren <SpriteRenderer>();
        }

        playerMovementSmooth.enabled = false;

        //hvis man har indikeret at man vil blinke når man tager skade, så blinker man.
        if (DamageFlicker)
        {
            Flicker flick = col.gameObject.GetComponent <Flicker>();
            flick.StartFlicker(waittime);
            playerSpriteRenderer.enabled = true;
        }
    }