public override void Enter(CrushroomStateInput stateInput, CharacterStateTransitionInfo transitionInfo = null) { stateInput.crushroomManager = stateInput.crushroom.GetComponent <CrushroomManager>(); stateInput.crushroom.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic; stateInput.crushroom.GetComponent <Rigidbody2D>().gravityScale = 2f; falling = true; }
public override void Enter(CrushroomStateInput stateInput, CharacterStateTransitionInfo transitionInfo = null) { stateInput.crushroomManager = stateInput.crushroom.GetComponent <CrushroomManager>(); originalY = stateInput.crushroomManager.GetOriginalY(); stateInput.anim.SetBool("landed", false); stateInput.anim.Play("crushroom_retreat"); }
public override void Update(CrushroomStateInput stateInput) { // stateInput.enemy_controller.TurnToFacePlayer(stateInput.player.transform.position); if (stateInput.player.transform.position.x >= leftX && stateInput.player.transform.position.x <= rightX) { character.ChangeState <CrushroomFallDownState>(); } }
public override void Enter(CrushroomStateInput stateInput, CharacterStateTransitionInfo transitionInfo = null) { stateInput.crushroomManager = stateInput.crushroom.GetComponent <CrushroomManager>(); stateInput.rb.bodyType = RigidbodyType2D.Dynamic; stateInput.rb.gravityScale = 2f; stateInput.rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous; stateInput.anim.Play("crushroom_attack"); falling = true; }
public override void Enter(CrushroomStateInput stateInput, CharacterStateTransitionInfo transitionInfo = null) { // base.Enter(stateInput, transitionInfo); // stateInput.anim.Play("Enemy_Idle"); width = stateInput.crushroom.GetComponent <SpriteRenderer>().bounds.size.x; leftX = stateInput.crushroom.transform.position.x - (width / 2); rightX = stateInput.crushroom.transform.position.x + (width / 2); }
public override void Update(CrushroomStateInput stateInput) { if (stateInput.crushroom.transform.position.y <= originalY) { stateInput.crushroom.transform.Translate(0f, 0.045f, 0f); } else { character.ChangeState <CrushroomIdleState>(); } }
public override void Update(CrushroomStateInput stateInput) { RaycastHit2D hit = Physics2D.Raycast(stateInput.gameobj.transform.position, -stateInput.gameobj.transform.up, 20f, ~stateInput.crushroom.layermask); // stateInput.enemy_controller.TurnToFacePlayer(stateInput.player.transform.position); if (hit) { if (hit.collider.gameObject.layer == 8) { character.ChangeState <CrushroomFallDownState>(); } } }
public override void Update(CrushroomStateInput stateInput) { if (stateInput.crushroom.GetComponent <Rigidbody2D>().IsSleeping() && falling) // if the crushroom hits the ground { falling = false; stateInput.crushroom.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; stateInput.crushroomManager.StartWaitOnGround(); } if (stateInput.crushroomManager.IsDoneWaiting()) { stateInput.crushroomManager.SetWaitStatus(false); character.ChangeState <CrushroomRiseUpState>(); } }
public override void Update(CrushroomStateInput stateInput) { // stateInput.anim.SetFloat("speed", stateInput.rb.velocity.y); if (stateInput.rb.IsTouchingLayers(1 << 9) && falling) // if the crushroom hits the ground { Debug.Log("Landed!"); CamController.Instance.Shake(5, 0.3f); stateInput.anim.Play("crushroom_land"); falling = false; stateInput.rb.bodyType = RigidbodyType2D.Static; stateInput.crushroomManager.StartWaitOnGround(); } if (stateInput.crushroomManager.IsDoneWaiting()) { stateInput.crushroomManager.SetWaitStatus(false); character.ChangeState <CrushroomRiseUpState>(); } }
public override void Enter(CrushroomStateInput stateInput, CharacterStateTransitionInfo transitionInfo = null) { stateInput.crushroomManager = stateInput.crushroom.GetComponent <CrushroomManager>(); originalY = stateInput.crushroomManager.GetOriginalY(); }