// Use this for initialization void Start() { movementModule = GetComponent<MovementModule>(); trackingModule = GetComponent<TrackingModule>(); loadoutModule = GetComponent<AircraftLoadout>(); fireControlModule = GetComponent<AircraftFireControl>(); }
public void PluginRun() { try { mainForm = new Main(); commonModule = new CommonModule(); movementModule = new MovementModule(); questModule = new QuestModule(); farmModule = new FarmModule(); ClearLogs(); ResumeMoveTo(); RegisterModule(commonModule); RegisterModule(farmModule); RegisterModule(movementModule); RegisterModule(questModule); formThread = new Thread(RunForm); formThread.SetApartmentState(ApartmentState.STA); formThread.Start(); while (true) { Thread.Sleep(100); } } catch (Exception error) { Log(error.ToString()); } }
//TODO Remove magic numbers private WeaponModuleUnit CreateWeaponModuleUnitHorizontal( float frequency, float damage, float projectileSpeed, SKPoint coords, SKSize projSize, SKSize explSize, float cooldownPhaseShiftPercent = 0 ) { //TODO fix 1ms execution time Helper.StartTimeLog("CreateWeaponModHoriz"); MovementModule module = movementModuleFactory.CreateHorizontalModule( coords, projSize, explSize, projectileSpeed ); WeaponModuleUnit unit = new WeaponModuleUnit( frequency, damage, module, projBitmap, animatorExpl1 ); unit.SetCooldownPhaseShiftPercent(cooldownPhaseShiftPercent); Helper.FinishTimeLog("CreateWeaponModHoriz"); return(unit); }
private void Start() { movementComponent = new MovementModule(speed.x * Input.GetAxis("Horizontal"), speed.y * Input.GetAxis("Vertical"), this.gameObject.transform); _modules = new List <ScriptableObject>(); _modules.Add(movementComponent); TAccessor <MovementModule> .Instance().Add(movementComponent); }
public void EnableMovement() { MovementModule x = SpellInstance.caster.GetComponent <MovementModule>(); if (x) { x.enabled = true; } }
// Use this for initialization void Awake() { m_playingFrames = Constants.framesPerCombatRound; movementModule = GetComponent<MovementModule>(); estimationLine.SetVertexCount(m_playingFrames); fakePlaneMesh = transform.GetChild(0).gameObject; }
private void LoadModules() { Action = LoadModule <ActionModule>(EnableAction, ActionConfig); Brain = LoadModule <BrainModule>(EnableBrain, BrainConfig); Inventory = LoadModule <InventoryModule>(EnableInventory, InventoryConfig); Interaction = LoadModule <InteractionModule>(EnableInteraction, InteractionConfig); Movement = LoadModule <MovementModule>(EnableMovement, MovementConfig); Physics = LoadModule <PhysicsModule>(EnablePhysics, PhysicsConfig); Stacking = LoadModule <StackingModule>(EnableStacking, StackingConfig); Stats = LoadModule <StatsModule>(EnableStats, StatsConfig); TagList = LoadModule <TagListModule>(true, TagListConfig); }
//TODO 逻辑结构可调整 private void Init() { if (null == instructionModule) { instructionModule = new InstructionModule(this); } if (null == movementModule) { movementModule = new MovementModule(this); } instructionModule.OnInit(); movementModule.OnInit(); }
public Projectile( MovementModule movementModule, SKBitmap projBitmap, Animator animatorExpl, float damage ) { this.movementModule = movementModule; this.projBitmap = projBitmap; this.animatorExpl = animatorExpl; explDuration = animatorExpl.GetLoopDuration(); this.damage = damage; friendly = false; loopTimer = LoopTimer.GetInstance(); }
public void buildModules(UnitType t) { movement = new MovementModule(this); modules.Add(movement); if (t == UnitType.AFV) { transporter = new TransporterModule(this); modules.Add(transporter); } if (t == UnitType.Infantry) { transportable = new TransportableModule(this); modules.Add(transportable); } }
protected void GetModules() { Modules = new Dictionary <string, NPCModule>(); foreach (KeyValuePair <string, string> entry in NPCModuleTypes) { NPCModule module = (NPCModule)GetComponent(entry.Value); Modules.Add(entry.Key, module); } ; combatModule = (CombatModule)Modules["Combat"]; movementModule = (MovementModule)Modules["Movement"]; bounceModule = (BounceModule)Modules["Bounce"]; handleOpponentModule = (HandleOpponentModule)Modules["HandleOpponent"]; visionModule = (VisionModule)Modules["Vision"]; }
public Enemy( float maxHealth, MovementModule movementModule, WeaponModule weaponModule, Animator animatorNormal, Animator animatorExpl ) { this.maxHealth = maxHealth; health = maxHealth; this.movementModule = movementModule; this.weaponModule = weaponModule; this.animatorNormal = animatorNormal; this.animatorExpl = animatorExpl; explDuration = animatorExpl.GetLoopDuration(); loopTimer = LoopTimer.GetInstance(); }
public void BuildModules(UnitType t) { Movement = new MovementModule(this); Modules.Add(Movement); if (t == UnitType.AFV) { Transporter = new TransporterModule(this); Modules.Add(Transporter); } if (t == UnitType.Infantry) { Transportable = new TransportableModule(this); Modules.Add(Transportable); } }
private void Start() { MovementModule = GetComponent <MovementModule>(); MovementModule.OnMove += Walking; MovementModule.OnStill += Idle; MovementModule.OnDodge += Dodge; SpellCaster = GetComponent <SpellCaster_Struggler>(); SpellCaster.OnTriggerCastTargetAnimation += CastTargetSpell; AttackModule = GetComponent <AttackModule>(); AttackModule.OnAttack += Attack; HealthController = GetComponent <HealthController>(); HealthController.OnDie += TriggerDie; Rigidbody = GetComponent <Rigidbody>(); }
public WeaponModuleUnit( float frequency, float damage, MovementModule movementTemplate, SKBitmap projBitmap, Animator animatorExpl ) { shootInterval = 1000 / frequency; this.damage = damage; this.movementTemplate = movementTemplate; this.projBitmap = projBitmap; this.animatorExpl = animatorExpl; loopTimer = LoopTimer.GetInstance(); cooldownStartTime = loopTimer.GetTotalMs(); friendly = false; projectileManager = ProjectileManager.GetInstance(); //fireAudioPlayer = // Helper.LoadAudioPlayer("JetPack.media.samples.laserpew.ogg"); }
void Start() { audioSource = CreateChildWithAudioSource("AudioSource (SoundModule)"); HealthController = GetComponent <HealthController>(); MovementModule = GetComponent <MovementModule>(); if (StrugglerAnimationEvents && AttackClipSet) { StrugglerAnimationEvents.OnPlayAttackSound += PlayAttackSoundAnimationEvent; } if (FootstepClipSet) { AudioSourceFootstep = CreateChildWithAudioSource("AudioSourceFootsteps (SoundModule)"); audioSource.outputAudioMixerGroup = audioMixer; if (MovementModule) { MovementModule.OnMove += PlayFootstepSoundEvent; MovementModule.OnStill += StopFootstepSoundEvent; } } if (DodgeClipSet && MovementModule) { MovementModule.OnDodge += PlayDodgeSoundEvent; } if (DeathClipSet) { HealthController.OnDie += DieEvent; } if (HurtClipSet) { HealthController.OnDamage += TakeDamageEvent; } }
// Use this for initialization void Start() { movementModule = GetComponent<MovementModule>(); trackingModule = GetComponent<TrackingModule>(); }
// Use this for initialization void Start() { myMovementModule = GetComponent<MovementModule>(); }