public void RegisterCharacter2D(CharID charID, CharActions2D charActions) { if (charActionsDic == null) { charActionsDic2D = new Dictionary <CharID, CharActions2D>(); } charActionsDic2D.Add(charID, charActions); }
public void RegisterCharacter(CharID charID, CharActions charActions) { if (charActionsDic == null) { charActionsDic = new Dictionary <CharID, CharActions>(); } charActionsDic.Add(charID, charActions); }
void ChangeCharacterState(CharID characterIdentifier, CharacterState newCharacterState) { if (charactersDic == null) { InitializeCharacterDictionary(); } charactersDic[characterIdentifier] = newCharacterState; }
public override string ToString() { StringBuilder sb = new StringBuilder(); sb.Append("charID: " + CharID.ToString()); sb.Append(" | characterName: " + CharName); sb.Append(" | picName: " + PicName); return(sb.ToString()); }
public bool IsActive(CharID charID) { if (charID == CharID.charA) { return(CharActiveA); } else { return(CharActiveB); } }
public CharacterState State(CharID charID) { if (charID == CharID.charA) { return(CharStateA); } else { return(CharStateB); } }
public void SetStartActive(CharID charID, bool activeOnStart) { if (charID == CharID.charA) { CharActiveA = activeOnStart; } else { CharActiveB = activeOnStart; } }
public void SwitchActiveTo(CharID charID) { if (charID == CharID.charA) { CharActiveA = true; } else { CharActiveB = true; } }
public void SwitchStateOfTo(CharID sentCharID, CharacterState newState) { if (sentCharID == CharID.charA) { CharStateA = newState; } else { CharStateB = newState; } }
public void SwitchActionBy(CharID sentCharID) { //Debug.Log("Switchaction by " + sentCharID + " at " + Time.time); if (sentCharID == CharID.charA) { CharActiveA = false; } else { CharActiveB = false; } }
public Sprite GetCharSprite(CharID id) { if (database.ContainsKey(id)) { return(database[id]._sprite); } else { Debug.LogError("Database does not contain a character with the ID: " + id.ToString()); } return(null); }
public void ThrowInitiated(CharID initiatedBy) { if (initiatedBy == CharID.charA) { CharStateA = CharacterState.Throwing; CharStateB = CharacterState.Thrown; } else { CharStateA = CharacterState.Thrown; CharStateB = CharacterState.Throwing; } }
public BattleChar GetChar(CharID id, int lv) { if (database.ContainsKey(id)) { return(new BattleChar(database[id], lv)); } else { Debug.LogError("Database does not contain a character with the ID: " + id.ToString()); } return(null); }
// Update is called once per frame void Update() { horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); if (Input.GetButtonDown("PlayerAction")) { activeCharacter = (activeCharacter == CharID.charA) ? CharID.charB : CharID.charA; if (playerActionEvent != null) { playerActionEvent(activeCharacter); } } }
public void Throw(CharID initiatedBy) { if (initiatedBy == CharID.charA) { CharStateA = CharacterState.Braced; CharStateB = CharacterState.Hanging; CharActiveA = false; } else { CharStateA = CharacterState.Hanging; CharStateB = CharacterState.Braced; CharActiveB = false; } }
bool PlayerAction(CharID charID) { controlled = (charID == characterIdentifier) ? true : false; characterMesh.material.color = controlled ? Color.red : Color.white; if (controlled && Grounded) { DeactivateColliderFor(1f); return(false); } else { SetCharacter(true); return(true); } }
public void EvaluateColor(CharID charID, CharacterState newState) { EvaluateActiveLight(); //if(this.charID != charID) return; //else { if (newState == CharacterState.Combined) { ChangeColor(combineColor); } else { ChangeColor(characterColor); } //} }
public void ThrowInitiated(CharID initiatedBy) { if (initiatedBy == CharID.charA) { CharStateA = CharacterState.Throwing; CharStateB = CharacterState.Thrown; charActionsDic2D[CharID.charB].transform.position = charActionsDic2D[CharID.charA].transform.position + Vector3.up; } else { CharStateA = CharacterState.Thrown; CharStateB = CharacterState.Throwing; charActionsDic2D[CharID.charA].transform.position = charActionsDic2D[CharID.charB].transform.position + Vector3.up; } }
IEnumerator StartRoutine() { body = GetComponent <Rigidbody2D>(); circleCollider = GetComponent <CircleCollider2D>(); charActiveHolder.RegisterCharacter2D(charID, this); if (charID == CharID.charA) { distanceJoint = GetComponent <DistanceJoint2D>(); } while (distanceJoint == null) { Debug.Log(charID + "still waiting 1"); if (charID == CharID.charA) { distanceJoint = GetComponent <DistanceJoint2D>(); } yield return(new WaitForSecondsRealtime(0.25f)); } distanceJoint.distance = maxRopeLength; if (charID == CharID.charA) { if (startActiveDebugCoroutine) { StartCoroutine(LogActiveStates()); } else if (startStatesDebugCoroutine) { StartCoroutine(LogStates()); } } otherID = charID == CharID.charA ? CharID.charB : CharID.charA; collidingLayer = LayerMask.NameToLayer("CharactersColliding"); passingLayer = LayerMask.NameToLayer("CharactersPassing"); charActiveHolder.SwitchStateOfTo(charID, CharacterState.Initialize); charActiveHolder.SetStartActive(charID, startActive); CheckCurrentState(); }
public void AddCharacter(CharID charID) { charactersDic.Add(charID, CharacterState.Initialize); }
public void ChangeState(CharID charID, CharacterState newState) { charactersDic[charID] = newState; UpdateSerializedStates(); }
public void Ground(CharID charID) { charactersDic[charID] = CharacterState.Grounded; UpdateSerializedStates(); }
public CharActions2D GetCharActions2D(CharID charID) { return(charActionsDic2D[charID]); }
public CharActions GetCharActions(CharID charID) { return(charActionsDic[charID]); }
public bool IsGrounded(CharID charID) { return(charactersDic[charID] == CharacterState.Grounded); }
void ChangeCharacterState(CharID characterIdentifier, CharacterState newCharacterState) { charactersDic[characterIdentifier] = newCharacterState; }
public void Hang(CharID charID) { charactersDic[charID] = CharacterState.Hanging; UpdateSerializedStates(); }
public void Grapple(CharID charID) { charactersDic[charID] = CharacterState.Grappling; UpdateSerializedStates(); }
public string GetKey() { return("AniDBCommand_GetCharacterInfo" + CharID.ToString()); }
public bool IsHanging(CharID charID) { return(charactersDic[charID] == CharacterState.Hanging); }