}//PlayJumpAnimation public virtual void SetDashedTrigger(AAbility ability) { if (AnimatorCmp == null) return; if(AnimatorCmp.GetAnimatorTransitionInfo(0).anyState) return; AnimatorCmp.SetTrigger(Props.Dashed); }//PlayJumpAnimation
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"); } }
private void ActivateOrDeactivateAbility(AAbility ability) { if (!ability.IsActive) { StartCoroutine(ability.Enable()); } else { ability.Disable(); } }
void SelectAbility(int i) { if (enabled && user) { AAbility[] aas = user.GetComponentsInChildren <AAbility>(); if (i < aas.Length) { activeAbility = aas[i]; EventSelectTargetTiles.Invoke(activeAbility.TargetableTiles()); } } }
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()); } }
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); } }
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; }
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; } } }
private void onTriggerInvoke(AAbility cmp) { this.SetTrigger(cmp.AnimationState); }//onTriggerInvoke
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; } }
public void ChangeAAbility(AAbility newAAbility) { aAbility = newAAbility; }