public void Update() { BodyAnimation.Update(); HeadAnimation.Update(); HandsAnimation.Update(); Grounded = GroundDetector.GetDetectedItems().Any(); UpdateHandler.Update(); if (GrabbedPaper != null) { if (AnimationFacingRight) { GrabbedPaper.X = X; } else { GrabbedPaper.X = X - Width / 2; } GrabbedPaper.Y = Y - (int)(GrabbedPaper.Height * 1.0f) + World.SPACE_BETWEEN_THINGS; } if (Game1.World.TrashCount >= TRASH_LIMIT) { HandlePaperFallingInThehead.DestroyPlayer(this, Game1, AudiosToPlay.Add); } if (TimeUntilDragDropEnable > 0) { TimeUntilDragDropEnable--; } }
// Use this for initialization void Awake() { rigidbody2d = GetComponentInParent <Rigidbody2D>(); groundDetector = GetComponentInParent <GroundDetector>(); animator = GetComponent <Animator>(); currentAnimationClip = Stand; }
void Start() { rb = GetComponent <Rigidbody2D>(); groundDetector = GetComponentInChildren <GroundDetector>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); }
protected bool MovingForwardsIsSafe() { //if this thing doesn't look ahead, then it's always safe! if (!looksAhead) { return(true); } Rigidbody2D rb = GetComponent <Rigidbody2D>(); //if we're not going anywhere, it's totally safe to move forwards if (rb.velocity.x == 0.0f) { return(true); } //this is a fancy way to get a normalized value along a single axis: //this is, this will always be 1 or -1... it basically gives us just the sign. float directionNormal = rb.velocity.x / Mathf.Abs(rb.velocity.x); //transform.right is the direction our right side is facing. It's a normalized vector, meaning //it is is ONLY direction, and always has a length (magnitude) of 1. GroundDetector groundDetector = controlledMover.GetComponent <GroundDetector>(); return(Physics2D.Raycast((Vector2)(transform.position + lookAheadDistance * transform.right * directionNormal) + groundDetector.colliderCenter, Vector2.down, groundDetector.collisionRadiusY + 0.1f, groundDetector.onGroundLayerMask)); }
private void Awake() { _Ani = GetComponent <Animator>(); _Rb2d = GetComponent <Rigidbody2D>(); _SR = GetComponent <SpriteRenderer>(); _GDetector = transform.GetComponentInChildren <GroundDetector>(); }
private void Awake() { _input = GetComponent <MarioInput>(); _motor = GetComponent <MarioMotor>(); _grndDet = GetComponent <GroundDetector>(); // _bonkDet = GetComponent<BonkDetector>(); }
void Awake() { input = GetComponent <PlayerInput>(); camera = FindObjectOfType <CameraController>(); audioManager = FindObjectOfType <AudioManager>(); rb = GetComponent <Rigidbody>(); mainCollider = GetComponent <CapsuleCollider>(); modelTransform = GameObject.Find("PlayerModel").transform; animator = modelTransform.GetComponent <Animator>(); debugText = GameObject.Find("debugText").GetComponent <Text>(); hangCollider = GameObject.Find("HangCollider").GetComponent <DelayedCollider>(); grabArmCollider = GameObject.Find("GrabArmCollider").GetComponent <DelayedCollider>(); interactHintText = GameObject.Find("InteractHint").GetComponent <Text>(); groundDetector = new GroundDetector(transform); interactDetector = new InteractDetector(transform, modelTransform); ledgeDetector = new LedgeDetector(transform, modelTransform); climbController = GetComponent <ClimbController>(); dialogueManager = FindObjectOfType <DialogueManager>(); currentCheckpoint = GameObject.Find(defaultCheckpoint).GetComponent <CheckpointManager>(); livesUI = new LivesUI(lives); }
private void Start() { _body = GetComponent <Rigidbody>(); _inputHolder = GetComponent <InputHolder>(); _groundDetector = GetComponentInChildren <GroundDetector>(); desiredRotation = rotationTarget.eulerAngles.y; }
void Start() { despawn = false; groundSpawner = GameObject.Find("GroundSpawner"); GroundDetector gd = groundSpawner.GetComponent <GroundDetector>(); ground = gd.ground; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <Collider2D>(); gd = GetComponentInChildren <GroundDetector>(); gd.Grounded += OnGrounded; gd.MovingPlatform += OnMovingPlatform; }
void Start() { CheckPoint.InitialPlayerPosition(); groundDetector = GetComponentInChildren <GroundDetector>(); ceilingDetector = GetComponentInChildren <CeilingDetector>(); bodyCollider = GetComponentInChildren <CapsuleCollider2D>(); _chipsRigidbody2D = GetComponent <Rigidbody2D>(); initialScale = transform.localScale.x; }
private void Awake() { animator = GetComponent <Animator>(); groundDetector = GetComponent <GroundDetector>(); rigidbody = GetComponent <Rigidbody>(); OnJump += () => { Debug.Log("Jump!"); }; OnLanding += () => { Debug.Log("Land!"); }; }
void Awake() { _rb = GetComponent <Rigidbody2D>(); _sr = GetComponent <SpriteRenderer>(); _audio = GetComponent <AudioSource>(); _animator = GetComponent <Animator>(); _groundDetector = GetComponentInChildren <GroundDetector>(); _state = STATE.Grounded; _canClimb = false; _isPlayingWalkingSound = false; _isLoadingNext = false; }
void Start() { playerRigidbody = GetComponent <Rigidbody2D>(); playerStatus = GetComponent <PlayerStatusManager>(); animator = GetComponent <Animator>(); sprite = GetComponent <SpriteRenderer>(); groundDetector = GetComponentInChildren <GroundDetector>(); wallclimbDetector = GetComponentInChildren <WallDetector>(); IsGrounded = false; HasMovementFreedom = true; regularGravityScale = playerRigidbody.gravityScale; }
// Start is called before the first frame update void Awake() { rigidbody = this.GetComponent <Rigidbody2D>(); if (leftBorder is null || rightBorder is null) { string msg = "There is a problem with borders in unit " + this.name; Debug.Log(msg); } groundDetecor = GetComponent <GroundDetector>(); if (groundDetecor is null) { Debug.Log("Can't find groundDetecor for " + name); } }
void Start() { wdetecdtor = GameObject.Find("WallDetector"); wdetector2 = GameObject.Find("WallDetector2"); GroundDetector = GameObject.Find("GroundDetector"); LiftUpDetector = GameObject.Find("LiftUpDetector"); LandingDetector = GameObject.Find("LandingDetector"); fScript = wdetecdtor.GetComponent <WallDetection>(); fScript2 = wdetector2.GetComponent <WallDetection2>(); gScript = GroundDetector.GetComponent <GroundDetection>(); lScript = LiftUpDetector.GetComponent <LiftUpDetection>(); landingScript = LandingDetector.GetComponent <LandingDetection>(); dude = gameObject.GetComponent <Rigidbody2D>(); anim = gameObject.GetComponent <Animator>(); }
public override void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Player") && collected == 0) { if (spriteRenderer.enabled) { emitter.Play(); } spriteRenderer.enabled = false; Shatter(); soulParticles.Stop(); GameManager.Instance.ObjectCollected(); playerHealth = collision.gameObject.GetComponent <Health>(); groundDetector = collision.gameObject.GetComponent <Jump>().groundDetector; collected = 1; } }
// Start is called before the first frame update void Start() { character = transform.Find("Character"); myRigidbody = character.GetComponent <Rigidbody>(); playerTouch = character.GetComponent <PlayerTouch>(); animator = character.GetComponent <Animator>(); if (speed <= 0) { speed = 1f; } if (jumpForce <= 0) { jumpForce = 8f; } if (jumpTime <= 0) { jumpTime = 0.3f; } // Yet another small change timer = jumpTime + 1; alive = true; playerTouch.OffTheGround.AddListener(JumpStartForce); //playerTouch.DeathTouch.AddListener(Death); -> relegated to Game Manager playerTouch.StandUpAnimationEnd.AddListener(RegainMovement); playerTouch.PunchAnimationEnd.AddListener(RegainPunch); Transform gndTrigger = character.Find("GndTrigger"); gndDetector = gndTrigger.GetComponent <GroundDetector>(); gndDetector.BackToGround.AddListener(BackFromJump); Transform bdyTrigger = character.Find("BdyTrigger"); bdyDetector = bdyTrigger.GetComponent <BodyDetector>(); bdyDetector.NearSwitch.AddListener(NearSwitch); bdyDetector.AwayFromSwitch.AddListener(AwayFromSwitch); bdyDetector.EnterSunlight.AddListener(ActivateSunlight); //bdyDetector.LeaveSunlight.AddListener(DeactivateSunlight); Transform fntTrigger = character.Find("FntTrigger"); fntDetector = fntTrigger.GetComponent <FrontDetector>(); fntDetector.EnterPushable.AddListener(() => { /*Debug.Log("Can Push");*/ pushing = true; }); fntDetector.LeavePushable.AddListener(() => { /*Debug.Log("Cannot Push");*/ pushing = false; }); }
void Start() { //References input = GetComponent <PlayerInput>(); movement = GetComponent <PlayerMovement>(); groundDetector = GetComponentInChildren <GroundDetector>(); ceilingDetector = GetComponentInChildren <CeilingDetector>(); wallrunDetector = GetComponentInChildren <WallrunDetector>(); frontDetector = GetComponentInChildren <FrontDetector>(); coll = GetComponent <CapsuleCollider>(); rb = GetComponent <Rigidbody>(); camController = GetComponent <CameraController>(); cam = Camera.main; status = Status.walking; InitialAbilityCharge(); }
private void Awake() { ground = GetComponent <GroundDetector>(); interact = GetComponent <InteractableDetector>(); rigidbody = GetComponent <Rigidbody>(); bodyCollider = GetComponent <CapsuleCollider>(); sonar = GetComponent <SonarFx>(); sonarTimer = new Timer(); interact.OnDetectionEnter.AddListener(OnDetectionRaise); interact.OnDetectionExit.AddListener(OnDetectionQuit); crouchPercentage = crouchHeight / bodyCollider.height; origColliderHeight = bodyCollider.height; origColliderCenter = bodyCollider.center; origCameraPivotPos = cameraPivot.localPosition; ground.OnTouchGround += _onTouchGround; ground.OnLeaveGround += _onLeaveGround; }
void Start() { _inputHolder = GetComponent <InputHolder>(); _body = GetComponent <Rigidbody>(); _groundDetector = GetComponentInChildren <GroundDetector>(); }
private void Start() { player = GetComponent <Player>(); charController = GetComponentInChildren <CharacterController>(); gndDetector = GetComponentInChildren <GroundDetector>(); }
void Start() { body = GetComponent <Rigidbody>(); groundDetector = GetComponentInChildren <GroundDetector>(); animator = GetComponentInChildren <Animator>(); }
static bool Prefix(GroundDetector __instance) => __instance.enabled;
public void Awake() { groundDetector = GetComponent <GroundDetector>(); }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); myRigidbody2D = GetComponent <Rigidbody2D>(); groundDetector = GetComponent <GroundDetector>(); }
private void Start() { _gd = GetComponent <GroundDetector>(); }
private void Awake() { _rigidbody = GetComponent <Rigidbody>(); _groundDetector = GetComponentInChildren <GroundDetector>(); }
void Start() { anim = GetComponent<Animator>(); groundDetector_script = groundDetector.GetComponent<GroundDetector> (); camera_script = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraScript> (); }
//we need to initialize isOnGround to be false, since we start in the air. public void Start() { animator = GetComponent <Animator>(); groundDetector = GetComponent <GroundDetector>(); }
public override int GetHashCode() { int hash = 1; if (ModelType.Length != 0) { hash ^= ModelType.GetHashCode(); } if (networkParam_ != null) { hash ^= NetworkParam.GetHashCode(); } if (featureParam_ != null) { hash ^= FeatureParam.GetHashCode(); } if (DoClassification != false) { hash ^= DoClassification.GetHashCode(); } if (DoHeading != false) { hash ^= DoHeading.GetHashCode(); } if (GpuId != 0) { hash ^= GpuId.GetHashCode(); } if (GroundDetector.Length != 0) { hash ^= GroundDetector.GetHashCode(); } if (RoiFilter.Length != 0) { hash ^= RoiFilter.GetHashCode(); } if (RemoveGroundPoints != false) { hash ^= RemoveGroundPoints.GetHashCode(); } if (ObjectnessThresh != 0F) { hash ^= ObjectnessThresh.GetHashCode(); } if (ConfidenceThresh != 0F) { hash ^= ConfidenceThresh.GetHashCode(); } if (HeightThresh != 0F) { hash ^= HeightThresh.GetHashCode(); } if (MinPtsNum != 0) { hash ^= MinPtsNum.GetHashCode(); } if (ConfidenceRange != 0F) { hash ^= ConfidenceRange.GetHashCode(); } return(hash); }