public PlayerCombatMovement(MonoBehaviour monoBehaviour, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, PlayerStatusController playerStatusController, PlayerHorizontalMovement playerHorizontalMovement, Inventory inventory, float cqcDistance, float cqcDamage, float offsetForThrowableItemPosition, float rangeForShortThrowableItemPosition) : base( monoBehaviour) { this.playerStatusVariables = playerStatusVariables; this.playerStatusController = playerStatusController; this.playerHorizontalMovement = playerHorizontalMovement; this.monoBehaviour = monoBehaviour; this.playerController = playerController; this.playerCollisionHandler = playerCollisionHandler; this.inventory = inventory; this.collider2D = monoBehaviour.GetComponent <Collider2D>(); this.offsetForThrowableItemPosition = offsetForThrowableItemPosition; this.rangeForShortThrowableItemPosition = rangeForShortThrowableItemPosition; this.cqcDistance = cqcDistance; this.cqcDamage = cqcDamage; this.throwableItemPosition = new Vector3(playerCollisionHandler.BoxColliderBounds.topRight.x + offsetForThrowableItemPosition, playerCollisionHandler.BoxColliderBounds.topRight.y); }
void Start() { //PlayerStatusVariables = new PlayerStatusVariables(); PlayerStatusVariables = GetComponent <PlayerStatusVariables>(); PlayerStatusController = GetComponent <PlayerStatusController>(); PlayerCollisionHandler = new BasicCollisionHandler(this, maxAngle, layerMaskForCollisions); PlayerController = new PlayerController(transform); HorizontalMovement = new PlayerHorizontalMovement(this, maxSpeed, acceleration, dodgeForce, crouchingSpeed, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController); VerticalMovement = new PlayerVerticalMovement(this, jumpForce, climbingLadderSmoothness, climbingObstacleSmoothness, climbLadderVelocity, minimumFallingDistanceForDamage, minimumDamageForFalling, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController); MiscellaneousMovement = new PlayerMiscellaneousMovement(this, cameraZoomSize, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, Inventory, diary, InGameMenuController); CombatMovement = new PlayerCombatMovement(this, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController, HorizontalMovement, Inventory, cqcDistance, cqcDamage, offsetForThrowableItemPosition, rangeForShortThrowableItemPosition); }
public ApostleHorizontalMovement(MonoBehaviour monoBehaviour, float maxSpeed, float acceleration, BasicCollisionHandler apostleCollisionHandler, ApostleController apostleController, ApostleStatusVariables apostleStatusVariables) : base(monoBehaviour) { this.apostleStatusVariables = apostleStatusVariables; this.monoBehaviour = monoBehaviour; this.maxSpeed = maxSpeed; this.acceleration = acceleration; this.apostleController = apostleController; this.apostleCollisionHandler = apostleCollisionHandler; }
private void Start() { var apostleManager = GetComponent <ApostleManager>(); this.apostleCollisionHandler = apostleManager.ApostleCollisionHandler; this.apostleStatusVariables = apostleManager.ApostleStatusVariables; if (GameManager.instance.NavigationAcessor == null) { GameManager.instance.NavigationAcessor = GameObject.FindGameObjectWithTag("Navigation").GetComponent <Navigation>(); } navigation = GameManager.instance.NavigationAcessor; CreateTriggerArea(); startPointPatrolInfo = new PatrolPointInfo(startPointTransform, startPointFloorCollider, startPointTransitionFloorType, navigation); endPointPatrolInfo = new PatrolPointInfo(endPointTransform, endPointFloorCollider, endPointTransitionFloorType, navigation); patrolTransitionFloorList = new List <TransitionFloor>(); var teste = new List <Floor>(); navigation.CalculatePath(startPointPatrolInfo.currentFloor, endPointPatrolInfo.currentFloor, teste); foreach (var floor in teste) { Debug.Log(floor); } currentAimNode = new NavigationNode(startPointTransform, TransitionFloorType.None, null); navigationNodes = new List <NavigationNode> { new NavigationNode(startPointTransform, TransitionFloorType.None, null), new NavigationNode(endPointTransform, TransitionFloorType.None, null), }; foreach (var transitionFloor in patrolTransitionFloorList) { if (transitionFloor.transform == null) { continue; } navigationNodes.Insert( navigationNodes.FindIndex(lambdaExpression => lambdaExpression.transform == endPointTransform), new NavigationNode(transitionFloor.transform, transitionFloor.type, transitionFloor.floors)); } }
public PlayerMiscellaneousMovement(MonoBehaviour monoBehaviour, float cameraZoomSize, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, Inventory inventory, Diary diary, InGameMenuController inGameMenuController) : base( monoBehaviour) { this.playerController = playerController; this.playerCollisionHandler = playerCollisionHandler; this.playerStatusVariables = playerStatusVariables; this.inventory = inventory; this.diary = diary; this.inGameMenuController = inGameMenuController; this.cameraZoomSize = cameraZoomSize; }
public PlayerHorizontalMovement(MonoBehaviour monoBehaviour, float maxSpeed, float acceleration, float dodgeForce, float crouchingSpeed, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, PlayerStatusController player) : base( monoBehaviour) { this.playerStatusVariables = playerStatusVariables; this.monoBehaviour = monoBehaviour; this.maxSpeed = maxSpeed; this.acceleration = acceleration; this.dodgeForce = dodgeForce; this.crouchingSpeed = crouchingSpeed; this.characterHeight = capsuleCollider2D.bounds.size.y; this.playerController = playerController; this.playerCollisionHandler = playerCollisionHandler; this.player = player; this.VelocityMultiplier = 1f; }
public ApostleVerticalMovement(MonoBehaviour monoBehaviour, float climbingLadderSmoothness, float climbingObstacleSmoothness, float climbLadderVelocity, float minimumFallingDistanceForDamage , float minimumDamageForFalling, BasicCollisionHandler apostleCollisionHandler, ApostleController apostleController, ApostleStatusVariables apostleStatusVariables, Enemy apostle) : base( monoBehaviour) { this.apostleStatusVariables = apostleStatusVariables; this.apostleCollisionHandler = apostleCollisionHandler; this.apostleController = apostleController; this.climbingLadderSmoothness = climbingLadderSmoothness; this.climbingObstacleSmoothness = climbingObstacleSmoothness; this.minimumFallingDistanceForDamage = minimumFallingDistanceForDamage; this.minimumDamageForFalling = minimumDamageForFalling; this.currentGravityScale = rigidbody2D.gravityScale; this.climbLadderVelocity = climbLadderVelocity; this.apostle = apostle; }
public PlayerVerticalMovement(MonoBehaviour monoBehaviour, float jumpForce, float climbingLadderSmoothness, float climbingObstacleSmoothness, float climbLadderVelocity, float minimumFallingDistanceForDamage , float minimumDamageForFalling, BasicCollisionHandler playerCollisionHandler, PlayerController playerController, PlayerStatusVariables playerStatusVariables, PlayerStatusController player) : base( monoBehaviour) { this.playerStatusVariables = playerStatusVariables; this.playerCollisionHandler = playerCollisionHandler; this.playerController = playerController; this.jumpForce = jumpForce; this.climbingLadderSmoothness = climbingLadderSmoothness; this.climbingObstacleSmoothness = climbingObstacleSmoothness; this.minimumFallingDistanceForDamage = minimumFallingDistanceForDamage; this.minimumDamageForFalling = minimumDamageForFalling; this.currentGravityScale = rigidbody2D.gravityScale; this.climbLadderVelocity = climbLadderVelocity; this.player = player; }
void Start() { ApostleStatusVariables = GetComponent <ApostleStatusVariables>(); Apostle = GetComponent <Enemy>(); ApostleInputHandler = GetComponent <ApostleInputHandler>(); ApostleCollisionHandler = new BasicCollisionHandler(this, maxAngle, layerMaskForCollisions); ApostleController = new ApostleController(this, ApostleInputHandler); HorizontalMovement = new ApostleHorizontalMovement(this, maxSpeed, acceleration, ApostleCollisionHandler, ApostleController, ApostleStatusVariables); VerticalMovement = new ApostleVerticalMovement(this, climbingLadderSmoothness, climbingObstacleSmoothness, climbLadderVelocity, minimumFallingDistanceForDamage, minimumDamageForFalling, ApostleCollisionHandler, ApostleController, ApostleStatusVariables, Apostle); }