// MonoBehaviour's interface

    void Awake()
    {
        // Cache components.

        {
            m_CharacterController = GetComponent <tnCharacterController>();
            m_CharacterInput      = GetComponent <tnCharacterInput>();
            m_StatsContainer      = GetComponent <tnStatsContainer>();
            m_Energy  = GetComponent <tnEnergy>();
            m_Respawn = GetComponent <tnRespawn>();
        }

        // Force values refresh.

        {
            ComputeRadius(FP.Zero);
            ComputeEnergyCost(FP.Zero);
            ComputeCooldown(FP.Zero);
            ComputeKickForce(FP.Zero);
            ComputeTackleForce(FP.Zero);
        }

        // Compute charging layer.

        m_ChargingLayer = LayerMask.NameToLayer("Charging");

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_Kick;
    }
    // MonoBehaviour's INTERFACE

    void Awake()
    {
        m_CharacterInput = GetComponent <tnCharacterInput>();

        m_Respawn  = GetComponent <tnRespawn>();
        m_Kick     = GetComponent <tnKick>();
        m_Kickable = GetComponent <tnKickable>();
    }
Пример #3
0
    // MonoBehaviour's interface

    void Awake()
    {
        m_MeshRenderer = GetComponentInChildren <MeshRenderer>();
        m_Trail        = GetComponentInChildren <TrailRenderer>();

        m_Rididbody2D = GetComponent <TSRigidBody2D>();

        m_Respawn = GetComponent <tnRespawn>();
    }
    // MonoBehaviour's interface

    void Awake()
    {
        m_StatsContainer = GetComponent <tnStatsContainer>();
        m_Respawn        = GetComponent <tnRespawn>();

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_Energy;
    }
    // MonoBehaviour's interface

    void Awake()
    {
        m_Rigidbody2d = GetComponent <TSRigidBody2D>();
        m_Respawn     = GetComponent <tnRespawn>();

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_Kickable;
    }
    // MonoBehaviour's INTERFACE

    void Awake()
    {
        m_CharacterController = GetComponent <tnCharacterController>();
        m_Respawn             = GetComponent <tnRespawn>();

        m_Kick     = GetComponent <tnKick>();
        m_Kickable = GetComponent <tnKickable>();

        m_AttractContoller = GetComponent <tnAttract>();

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_CharacterStats;
    }
    private void RespawnBall()
    {
        if (m_Ball == null)
        {
            return;
        }

        tnRespawn respawn = m_Ball.GetComponent <tnRespawn>();

        if (respawn == null)
        {
            return;
        }

        respawn.Respawn();
    }
    private void RespawnReferee()
    {
        if (m_RefereeInstance == null)
        {
            return;
        }

        tnRespawn respawn = m_RefereeInstance.GetComponent <tnRespawn>();

        if (respawn == null)
        {
            return;
        }

        respawn.Respawn();
    }
    // MonoBehaviour's INTERFACE

    void Awake()
    {
        // Cache components.

        {
            m_Rigidbody2D = GetComponentInChildren <TSRigidBody2D>();

            m_CharacterInput = GetComponentInChildren <tnCharacterInput>();
            m_Respawn        = GetComponentInChildren <tnRespawn>();

            m_Animator = GetComponentInChildren <Animator>();
        }

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_SubbuteoController;
    }
    // MonoBehaviour's INTERFACE

    void Awake()
    {
        // Transform, Rigidbody and collider.

        m_Rigidbody2D = GetComponent <TSRigidBody2D>();

        // Mesh.

        m_Mesh = GetComponentInChildren <MeshRenderer>();

        // Extra components.

        m_Respawn = GetComponent <tnRespawn>();

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_Ball;
    }
    // MonoBehaviour's INTERFACE

    void Awake()
    {
        // Cache components.

        {
            m_Rigidbody2D = GetComponent <TSRigidBody2D>();
            m_Collider2D  = GetComponent <TSCollider2D>();

            m_CharacterInput = GetComponent <tnCharacterInput>();
            m_StatsContainer = GetComponent <tnStatsContainer>();
            m_Energy         = GetComponent <tnEnergy>();
            m_Respawn        = GetComponent <tnRespawn>();
        }

        // Init data.

        {
            m_OriginalLayer = gameObject.layer;
            m_DashLayer     = LayerMask.NameToLayer("Charging");
        }

        // Force values refresh.

        {
            ComputeAppliedForce(FP.Zero);
            ComputeMass(FP.Zero);
            ComputeDrag(FP.Zero);
            ComputeMaxSpeed(FP.Zero);

            ComputeDashMass(FP.Zero);
            ComputeDashDrag(FP.Zero);
            ComputeDashAppliedForce(FP.Zero);
            ComputeDashCooldown(FP.Zero);
            ComputeDashDuration(FP.Zero);
            ComputeDashEnergyCost(FP.Zero);
        }

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_CharacterController;
    }
    private void RespawnPlayers()
    {
        for (int characterIndex = 0; characterIndex < charactersCount; ++characterIndex)
        {
            GameObject characterGo = GetCharacterByIndex(characterIndex);

            if (characterGo == null)
            {
                continue;
            }

            tnRespawn respawn = characterGo.GetComponent <tnRespawn>();

            if (respawn == null)
            {
                continue;
            }

            respawn.Respawn();
        }
    }
Пример #13
0
    // MonoBehaviour's interface

    void Awake()
    {
        // Cache components.

        {
            m_CharacterInput = GetComponent <tnCharacterInput>();
            m_StatsContainer = GetComponent <tnStatsContainer>();
            m_Energy         = GetComponent <tnEnergy>();
            m_Respawn        = GetComponent <tnRespawn>();
        }


        // Force values refresh.

        {
            ComputeEnergyCostRate(FP.Zero);
            ComputeForceMagnitude(FP.Zero);
            ComputeRadius(FP.Zero);
        }

        // Set sort order.

        sortOrder = BehaviourSortOrder.s_SortOrder_Attract;
    }
Пример #14
0
 void Awake()
 {
     m_Respawn = GetComponent <tnRespawn>();
 }