void Start() { switch (controlType) { case ControlType.Human: m_mask = masq; controller = new ControlCharacterHuman(); try { NeuralNetController.staticRef.RegisterPlayer(this); } catch { } break; case ControlType.Random: controller = new ControlCharacterRandom(); break; default: controller = new ControlCharacterML(this); break; } spriteRenderer = GetComponent <SpriteRenderer> (); collider = GetComponent <BoxCollider2D> (); rigidbody = GetComponent <Rigidbody2D> (); groundCheckPointLeftLocal = collider.offset + Vector2.down * collider.size.y * 0.55f + Vector2.left * collider.size.x * 0.5f; groundCheckPointRightLocal = collider.offset + Vector2.down * collider.size.y * 0.55f + Vector2.right * collider.size.x * 0.5f; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { controlCharacter = animator.GetComponent <ControlCharacter>(); iKMovement = animator.GetComponent <IKMovement>(); timePass = idleId = faceId = 0.0f; idleUpdate = sneakUpdate = idleFaceUpdate = false; timeForLastIdle = originalTimeForLastIdle; timeForNextIdle = timeForChangeIdle; animator.SetFloat("Idle", 0.0f); if (enableFaces) { animator.SetFloat("IdleFace", 0.0f); } if (Input.GetKey(KeyCode.LeftAlt)) { animator.SetFloat("Sneak", 1.0f); sneakId = 1.0f; runEnable = false; } else { animator.SetFloat("Sneak", 0.0f); sneakId = 0.0f; runEnable = true; } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { timePass = 0.0f; idleId = 0.0f; animator.SetFloat("Idle", 0.0f); idleUpdate = false; controlCharacter = animator.GetComponent <ControlCharacter>(); }
void Awake() { // Setting up references. //playerControl = GetComponent<PlayerControl>(); controlChar = GetComponent<ControlCharacter>(); healthBar = GameObject.Find("HealthBar").GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); // Getting the intial scale of the healthbar (whilst the player has full health). healthScale = healthBar.transform.localScale; }
private void OnTriggerStay2D(Collider2D c) { if (c.gameObject.layer == Layers.HERO && me.canMove) { ControlCharacter player = c.gameObject.GetComponentInParent <ControlCharacter>(); Character p = c.gameObject.GetComponentInParent <Character>(); //player.bodyComplete.isGettingDamage = true; me.Attack(); if (me.endAttackin && !player.bodyComplete.isGettingDamage) { player.bodyComplete.GetDamage(me.Attack(), me.direcction); me.SetDamage(me.damage, p); } } }
private void OnTriggerEnter2D(Collider2D c) { ControlCharacter player = c.gameObject.GetComponentInParent <ControlCharacter>(); if (c.gameObject.layer == Layers.HERO && !enemy.isWakeUp && !enemy.canMove) { if (!player.feets.iswalkingslowly) { enemy.isWakeUp = true; } if (enemy.transform.position.x < c.transform.position.x) { enemy.direcction = 1; } if (enemy.transform.position.x > c.transform.position.x) { enemy.direcction = -1; } } }
private void OnTriggerStay2D(Collider2D c) { if (c.gameObject.layer == Layers.HERO) { ControlCharacter player = c.gameObject.GetComponentInParent <ControlCharacter>(); if (!player.feets.iswalkingslowly && player.rb.velocity.x != 0 && !enemy.isWakeUp) { enemy.isWakeUp = true; } } if (c.gameObject.layer == Layers.HERO && enemy.canMove && enemy.isWakeUp) { //Debug.Log(c.name); if (enemy.transform.position.x + 1 < c.transform.position.x) { enemy.direcction = 1; if (!enemy.render.flipX) { enemy.render.flipX = true; } } if (enemy.transform.position.x > c.transform.position.x) { enemy.direcction = -1; if (enemy.render.flipX) { enemy.render.flipX = false; } } } }
private ControlCharacter playerCtrl; // Reference to the PlayerControl script #endregion Fields #region Methods void Awake() { // Setting up the reference playerCtrl = transform.root.GetComponent<ControlCharacter>(); }
void Start() { controlCharacter = GetComponent <ControlCharacter>(); }