Exemplo n.º 1
0
    /*var frames : Texture2D[];
     *
     * var framesPerSecond = 10.0;
     *
     * function Update () {
     *      var index : int = Time.time * framesPerSecond;
     *      index = index % frames.Length;
     *      renderer.material.mainTexture = frames[index];
     * }*/


    // Use this for initialization
    void Awake()
    {
        tCommon = GetComponent <TwoCommon> ();
        anim    = GetComponent <Animator> ();

        //gameObject.GetComponent<SpriteRenderer> ().sprite = test;

        //imageTextAsset = Resources.Load("tex_petDinoTEST.png") as TextAsset;

        //Texture2D tex = new Texture2D(64, 32);
        //tex.LoadImage(imageTextAsset.bytes);
        //renderer.material.mainTexture = (Texture2D)Resources.Load("tex_petDinoTEST.png");

        //anim.get

        //test2.name = test.name;
        //this.GetComponent<SpriteRenderer>().material.SetTexture("_MainTex", test);

        /*string skin;
         * SpriteRenderer[] renderers = GetComponentsInChildren<SpriteRenderer>();
         *
         * print ("LOOK: " + renderers.Length);
         *
         * for (int i = 0; i < renderers.Length; i++) {
         *
         *      MaterialPropertyBlock block = new MaterialPropertyBlock();
         *      block.AddTexture("_MainTex", test);
         *      renderers[i].SetPropertyBlock(block);
         * }*/
    }
Exemplo n.º 2
0
    // Use this for initialization
    void Awake()
    {
        tColLine = GetComponent <TwoColLine> ();
        tCommon  = GetComponent <TwoCommon> ();

        tColPhys = GetComponent <TwoColPhysics> ();
        pGrav    = GetComponent <PlatGravity> ();
    }
Exemplo n.º 3
0
    void Awake()
    {
        GameObject temp = (GameObject)HierarchicalPrefabUtility.Instantiate(preShadow);

        sRenderer = temp.GetComponent <SpriteRenderer> ();

        tCommon = GetComponent <TwoCommon> ();

        tFlip      = GetComponent <TwoFlip> ();
        tFlipOther = preShadow.GetComponent <TwoFlip> ();
    }
Exemplo n.º 4
0
    void Awake()
    {
        pCommonBasic = GetComponent <TwoCommonBasic> ();
        pCommon      = GetComponent <TwoCommon> ();
        tCols        = GetComponents <TwoCol>();

        if (flipXManual)
        {
            flip = -1;
            UpdateScale();
        }
    }
Exemplo n.º 5
0
    // Use this for initialization
    void Awake()
    {
        pCommon  = GetComponent <TwoCommon> ();
        tCol     = GetComponent <TwoColSquare> ();
        tColPhys = GetComponent <TwoColPhysics> ();

        pGravity = GetComponent <PlatGravity> ();
        pRamp    = GetComponent <PlatPhysRamp> ();

        pGlobal = StatMini.GetMiniContainer(transform).GetComponent <TwoGlobal> ();

        input = StatMini.GetMiniContainer(transform).GetComponent <MiniInput> ();
    }
Exemplo n.º 6
0
    // Use this for initialization
    void Awake()
    {
        TwoCol[] temp = GetComponents <TwoCol> ();
        foreach (TwoCol e in temp)
        {
            if (e.HasType(TwoCol.ColType.PHYSICS_OFF))
            {
                tCol = e;
                break;
            }
        }

        tCommon = GetComponent <TwoCommon> ();
    }
Exemplo n.º 7
0
    // Use this for initialization
    public virtual void Awake()
    {
        myTransform = this.transform;

        // Ryan says not to put "find" in awake. He may have a point. Fine fine Ill put it in start. fukin noob mate.
        colManager = GameObject.Find("CollisionManager").GetComponent <TwoColManager> ();
        tCommon    = GetComponent <TwoCommon> ();

        foreach (ColType e in types)
        {
            if (e == ColType.PHYSICS_DEF ||
                e == ColType.COMBAT_DEF ||
                e == ColType.T1_DEF ||
                e == ColType.T2_DEF ||
                e == ColType.T3_DEF)
            {
                colManager.AddCol(this);
                return;
            }
        }
    }
Exemplo n.º 8
0
    // This is specific to squares.
    public Vector2 CheckColPhys(TwoColSquarePlat other, ref TwoCommon tCommon)
    {
        Vector2 output = Vector2.zero;

        foreach (TwoCol e in twoCol)
        {
            if (e == other || !e.CanCollide(other))
            {
                continue;
            }

            Vector2 vec = Vector2.zero;
            if (e.GetType() == typeof(TwoColSquarePlat))
            {
                vec = other.CheckColSquarePhys((TwoColSquarePlat)e, ref tCommon);
            }
            else if (e.GetType() == typeof(TwoColLine))
            {
                if (tCommon.YSpeed <= 0.0f)
                {
                    vec          = other.CheckCol(e);
                    tCommon.Pos += vec;
                }
            }
            else
            {
                vec          = other.CheckCol(e);
                tCommon.Pos += vec;
            }

            if (vec != Vector2.zero)
            {
                output += vec;
            }
        }

        // No collisions.
        return(output);
    }
Exemplo n.º 9
0
 void Awake()
 {
     pCommon  = GetComponent <TwoCommon> ();
     tColLine = GetComponent <TwoColLine> ();
 }
Exemplo n.º 10
0
 void Awake()
 {
     pCommon  = GetComponent <TwoCommon> ();
     tColPhys = GetComponent <TwoColPhysics> ();
 }
Exemplo n.º 11
0
 void Awake()
 {
     pCommon     = GetComponent <TwoCommon> ();
     pCommon.Vel = startMove;
 }
Exemplo n.º 12
0
 // Use this for initialization
 void Awake()
 {
     tCommon = GetComponent <TwoCommon> ();
 }
Exemplo n.º 13
0
 void Awake()
 {
     pCommon = GetComponent <TwoCommon> ();
     tCols   = GetComponents <TwoCol> ();
 }
Exemplo n.º 14
0
    void Awake()
    {
        tColSquare = GetComponent <TwoColSquarePlat> ();

        tCommon = GetComponent <TwoCommon> ();
    }
Exemplo n.º 15
0
    public Vector2 CheckColSquarePhys(TwoColSquarePlat other, ref TwoCommon tCommon)
    {
        if (!CheckColBounds(other))
        {
            return(Vector2.zero);
        }

        float safe = 1.5f;

        // Check for X collision.
        if (other.Sides == ColSides.ALL ||
            other.Sides == ColSides.LEFT ||
            other.Sides == ColSides.RIGHT)
        {
            if (
                (BL.x + tCommon.Vel.x < other.TR.x) &&
                (TR.x + tCommon.Vel.x > other.BL.x) &&
                (BL.y - tCommon.Vel.y + safe < other.TR.y) &&
                (TR.y - tCommon.Vel.y - safe > other.BL.y)
                )
            {
                if (Center.x < other.Center.x &&
                    (other.Sides == ColSides.ALL ||
                     other.Sides == ColSides.LEFT)
                    )
                {
                    tCommon.X = other.BL.x - localTR.x;
                    return(-Vector2.right);
                }
                else if (other.Sides == ColSides.ALL ||
                         other.Sides == ColSides.RIGHT)
                {
                    tCommon.X = other.TR.x - localBL.x;
                    return(Vector2.right);
                }
            }
        }

        if (other.Sides == ColSides.ALL ||
            other.Sides == ColSides.UP ||
            other.Sides == ColSides.DOWN)
        {
            // Check for Y collision.
            if (
                (BL.x - tCommon.Vel.x + safe < other.TR.x) &&
                (TR.x - tCommon.Vel.x - safe > other.BL.x) &&
                (BL.y + tCommon.Vel.y < other.TR.y) &&
                (TR.y + tCommon.Vel.y > other.BL.y)
                )
            {
                if (Center.y < other.Center.y &&
                    (other.Sides == ColSides.ALL ||
                     other.Sides == ColSides.DOWN)
                    )
                {
                    tCommon.Y = other.BL.y - localTR.y;
                    return(-Vector2.up);
                }
                /* LEAVE IT! It works for the one way platforms! */
                else if (BL.y > other.TR.y - safe + tCommon.YSpeed &&
                         tCommon.YSpeed < 0.0f &&
                         (other.Sides == ColSides.ALL ||
                          other.Sides == ColSides.UP)
                         )
                {
                    tCommon.Y = other.TR.y + localBL.y;
                    return(Vector2.up);
                }
            }
        }

        return(Vector2.zero);
    }
Exemplo n.º 16
0
 void Awake()
 {
     pCommon = GetComponent <TwoCommon> ();
     //pCollisions = GetComponent<PlatCollision> ();
 }