protected virtual void ComponentSetup() { moveScript = GetComponent <MovementInterface> (); hpScript = GetComponent <HPScript> (); if (hpScript == null) { hpScript = gameObject.AddComponent <HPScript> (); } hpScript.MaxHP = maxHP; hpScript.Death += OnDeath; onCollisionDamageScript = gameObject.GetComponent <DamageOnCollision> (); if (onCollisionDamageScript == null) { onCollisionDamageScript = gameObject.AddComponent <DamageOnCollision> (); } onCollisionDamageScript.Damage = onCollisionDamage; onCollisionDamageScript.TagList = onCollisionDamageTags; visionScript = GetComponent <EnemyVision> (); if (visionScript == null) { visionScript = gameObject.AddComponent <EnemyVision> (); } visionScript.AggroDistance = aggroDistance; visionScript.AvatarDetected += OnAvatarDetected; visionScript.LostVision += OnLostVision; visionScript.SeeingAvatar += OnSeeingAvatar; }
void Awake() { movementScript = GetComponent <MovementInterface> (); snappingScript = GetComponent <SnapToCollision> (); lookAtScript = GetComponent <LookAtCamera> (); runningScript = GetComponent <Input_ModifySpeed> (); spriteAnimationHandlerScript = GetComponent <SpriteAnimationHandler> (); }
private EInputHandlerResult OnVerticalInput(float inInput) { if (MovementInterface != null) { MovementInterface.ApplyForwardMotion(inInput); return(EInputHandlerResult.Handled); } return(EInputHandlerResult.Unhandled); }
private EInputHandlerResult OnHorizontalInput(float inInput) { if (MovementInterface != null) { MovementInterface.ApplySidewaysMotion(inInput); return(EInputHandlerResult.Handled); } return(EInputHandlerResult.Unhandled); }
private EInputHandlerResult OnSprintButton(bool isEnabled) { if (MovementInterface != null) { MovementInterface.SetSprintEnabled(isEnabled); return(EInputHandlerResult.Handled); } return(EInputHandlerResult.Unhandled); }
void Awake() { moveScript = GetComponent <MovementInterface> (); }
/// <summary> /// Activate this minion at the passed node. /// </summary> /// <param name="startNode"></param> public void Activate(Node startNode) { MovementInterface.Activate(startNode); gameObject.SetActive(true); }