Пример #1
0
 private void Start()
 {
     SetStateMachine();
     target        = FindObjectOfType <Player>().transform;
     moveBehaviour = GetComponent <IMoveBehaviour>();
     animator      = GetComponent <Animator>();
 }
Пример #2
0
 private void Start()
 {
     SetStateMachine();
     target        = FindObjectOfType <Player>().transform;
     nodes         = new List <ANode>(FindObjectOfType <NodesList>().GetNodes());
     moveBehaviour = GetComponent <IMoveBehaviour>();
     animator      = GetComponent <Animator>();
 }
Пример #3
0
    public IMoveBehaviour[] AllEmpty(IMoveBehaviour[] original)
    {
        IMoveBehaviour[] clone = new IMoveBehaviour[original.Length];

        for (int i = 0; i < original.Length; i++)
        {
            clone[i]    = original[i];
            original[i] = new Empty();
        }

        return(clone);
    }
Пример #4
0
 private void Awake()
 {
     moveBehaviour = GetComponent <MoveBehaviour>();
     if (moveBehaviour == null)
     {
         moveBehaviour = gameObject.AddComponent <MoveBehaviour>();
     }
     moveBehaviour.Init(playerMovementData);
     EventManager.AddListener(Events.HORIZONTAL_INPUT, OnHorizontalInput);
     EventManager.AddListener(Events.VERTICAL_INPUT, OnVerticalInput);
     EventManager.AddListener(Events.JUMP_INPUT, OnJumpInput);
     EventManager.AddListener(Events.PLAYER_IN_AIR, OnPlayerInAir);
 }
Пример #5
0
        private void UpdateInput()
        {
            KeyboardState state = Keyboard.GetState();
            int           type;

            if (state.IsKeyDown(Keys.S) & !previousState.IsKeyDown(Keys.S))
            #region Observer Pattern
            {
                NotifyObservers();
            }
            #endregion
            if (state.IsKeyDown(Keys.B) & !previousState.IsKeyDown(Keys.B))
            {
                type = new Random().Next(1, 7 + 1);
                switch (type)
                {
                case 1:
                    moveBehaviour = new CircleWalk(position, 80);
                    break;

                case 2:
                    moveBehaviour = new CosineWalk(position, 200);
                    break;

                case 3:
                    moveBehaviour = new SineWalk(position, 200);
                    break;

                case 4:
                    moveBehaviour = new XWalk();
                    break;

                case 5:
                    moveBehaviour = new YWalk();
                    break;

                case 6:
                    moveBehaviour = new XYWalk();
                    break;

                case 7:
                    moveBehaviour = new NoWalk();
                    break;
                }
            }

            previousState = state;
        }
Пример #6
0
        public TownCenter(GraphicsDeviceManager g, Vector2 pos, Vector2 dir)
        {
            graphics  = g;
            position  = pos;
            direction = dir;

            pixel = new Texture2D(graphics.GraphicsDevice, 1, 1);
            pixel.SetData(new Color[] { Color.Red });

            moveBehaviour = new CircleWalk(position, 280);

            #region Observer Pattern
            observers = new List <IObserver>();
            #endregion

            previousState = Keyboard.GetState();
        }
Пример #7
0
 // Use this for initialization
 void Start()
 {
     if (currentNode == null)
     {
         Debug.LogError(name + " no refernce to NodePath found");
     }
     deathBehaviour = GetComponent <IDeathBehaviour>();
     if (deathBehaviour == null)
     {
         Debug.LogError(name + " no IDeathBehaviour attached to gameobject");
     }
     moveBehaviour = GetComponent <IMoveBehaviour>();
     if (deathBehaviour == null)
     {
         Debug.LogError(name + " no IMoveBehaviour attached to gameobject");
         return;
     }
 }
Пример #8
0
 public void SignalChange()
 {
     if (flip)
     {
         old_behaviour = moveBehaviour;
         moveBehaviour = new ToTownCenterWalk(towncenter);
         old_position  = position;
         old_direction = direction;
         flip          = false;
     }
     else
     {
         // Herpositioneren op de kaart
         position      = old_position;
         direction     = old_direction;
         moveBehaviour = old_behaviour;
         flip          = true;
     }
 }
        private static IEnumerator MoveCoroutine(
            Transform target,
            IMoveBehaviour move,
            float executionTime,
            Action onFinish
            )
        {
            var timeElapsed = 0f;

            while (timeElapsed <= executionTime && executionTime > 0f)
            {
                var executionProgress = timeElapsed / executionTime;
                target.position = move.GetProgressPosition(executionProgress);
                yield return(null);

                timeElapsed += Time.deltaTime;
            }
            target.position = move.GetProgressPosition(1f);
            onFinish();
        }
Пример #10
0
    internal static void Spawn(ILane lane)
    {
        Zombie zombie;

        if (_spawnableZombies.Count > 0)
        {
            zombie = _spawnableZombies.Pop() as Zombie;
            zombie.gameObject.SetActive(true);
        }
        else
        {
            zombie = Instantiate(_zombiePrefabRef, lane.ZombieParent);
        }
        zombie.transform.localRotation = Quaternion.Euler(0, -90, 0);
        zombie.transform.position      = lane.ZombieParent.position
                                         + zombie.transform.forward * UnityEngine.Random.Range(-1f, 1f) + zombie.transform.right * UnityEngine.Random.Range(-1f, 1f);

        _moveBehaviour  = new ZombieMoveBehaviour(zombie);
        _meleeBehaviour = new ZombieMeleeBehaviour(zombie);
        zombie.Init(lane.ZombieHP, _zombieSpeedRef, lane.RewardPerZombie, _moveBehaviour, _meleeBehaviour);

        lane.AddZombie(zombie);
    }
 public void ExecuteMove(Transform target, IMoveBehaviour move, float executionTime, Action onFinish)
 {
     moveCoroutine = StartCoroutine(MoveCoroutine(target, move, executionTime, onFinish));
 }
Пример #12
0
 void SetMoveBehaviour(IMoveBehaviour moveType)
 {
     moveBehaviour = moveType;
 }
Пример #13
0
 private void ExecuteMove(IMoveBehaviour move)
 {
     moveExecutor.ExecuteMove(model.Target, move, model.ExecutionTime, OnFinishMove);
 }
Пример #14
0
 public void SetMoveBehaviour(IMoveBehaviour moveBehaviour)
 {
     this.moveBehaviour = moveBehaviour;
 }
Пример #15
0
 public Mage()
 {
     castSpellBehaviour = new FireBallSpellBehaviour();
     moveBehaviour      = new MoveBehaviour();
 }