Exemplo n.º 1
0
 public override void InitializeAgent()
 {
     base.InitializeAgent();
     wallDetect       = GetComponent <WallDetect>();
     wallDetect.agent = this;
     rayPer           = GetComponent <RayPerception>();
 }
Exemplo n.º 2
0
    // Start is called before the first frame update
    void Awake()
    {
        Player = this;

        psm = new Dictionary <PlayerStates, Action>
        {
            { PlayerStates.IDLE, HandleIdle },
            { PlayerStates.RUN, HandleRun },
            { PlayerStates.BOOM_JUMP, HandleBoomJump },
            { PlayerStates.IN_AIR, HandleInAir },
            { PlayerStates.WALL_GRAB, HandleWallGrab },
            { PlayerStates.BOOM_DEAD, HandleDead },
            { PlayerStates.SPIKE_DEAD, HandleDead },
            { PlayerStates.SUCCESS, HandleSuccess }
        };

        // Set players' starting state.
        SetState(PlayerStates.IDLE);

        animStates = new Dictionary <PlayerStates, string>()
        {
            { PlayerStates.IDLE, idleAnim },
            { PlayerStates.RUN, runAnim },
            { PlayerStates.BOOM_JUMP, bjAnim },
            { PlayerStates.IN_AIR, inAirAnim },
            { PlayerStates.WALL_GRAB, wallGrabAnim },
            { PlayerStates.SPIKE_DEAD, spikeDeadAnim },
            { PlayerStates.BOOM_DEAD, boomDeadAnim },
            { PlayerStates.SUCCESS, victoryAnim }
        };

        RB = GetComponent <Rigidbody2D>();
        PlayerSpriteRenderer = GetComponent <SpriteRenderer>();
        MainCollider         = GetComponent <CapsuleCollider2D>();
        PlayerAnimator       = GetComponent <Animator>();
        ExplosionAnimator    = transform.GetChild(0).GetComponent <Animator>();
        ExplosionCollider    = transform.GetChild(0).GetComponent <CapsuleCollider2D>();
        BoomJumpSource       = ExplosionAnimator.GetComponent <AudioSource>();
        wDetector            = transform.GetChild(1).GetComponent <WallDetect>();

        if (!MainCollider.enabled)
        {
            MainCollider.enabled = true;
        }

        // Set the players starting current health.
        if (curPlayerHealth != maxPlayerHealth)
        {
            curPlayerHealth = maxPlayerHealth;
        }

        bombCoolDownTimer = bombCoolDownTime;

        // When player starts, they are disabled. After pressing any key for Intro Quip, reenable the player script component.
        enabled = false;
    }