public override void Apply(ControllerCharacteristic controller) { _controller = controller; _controllerSetter = new ControllerSetter(_newController); _controllerSetter.Initialize(ChangeTracker); _controller.AddModifier(_controllerSetter); }
public override void Apply(CardController controller) { _controller = controller; _controllerSetter = new ControllerSetter(_newController); _controllerSetter.Initialize(ChangeTracker); _controller.AddModifier(_controllerSetter); }
//Move Movement; // Use this for initialization public override void Initialise() { ManaCost = 50f; m_controller = GetComponent <ControllerSetter>(); // _rigidBody = GetComponent<Rigidbody2D>(); RegenMana = true; // Movement = GetComponent<Move>(); }
// Use this for initialization public override void Initialise() { GroundPoundCollider = transform.Find("SlamCollider").GetComponent <CircleCollider2D>(); MoveScript = GetComponent <Move>(); GroundPoundCollider.radius = SpeedOfGrowthPerFrame; Slamer = GetComponent <PlayerStatus>(); ManaCost = 50f; m_controller = GetComponent <ControllerSetter>(); _rigidBody = GetComponent <Rigidbody2D>(); RegenMana = true; }
// Use this for initialization //void Start() //{ // m_TeleportForce = 10; // m_fMaximumMana = 50f; // PassiveManaRegeneration = 1; // ManaCost = 50f; // m_controller = GetComponent<ControllerSetter>(); // _rigidBody = GetComponent<Rigidbody2D>(); //} public override void Initialise() { m_dashTrailTimer = new Timer(m_DurationOfDash + 0.2f); ManaCost = 50f; m_controller = GetComponent <ControllerSetter>(); _rigidBody = GetComponent <Rigidbody2D>(); RegenMana = true; m_DashTrails = new GameObject[2]; m_DashTrails[0] = this.transform.Find("TrailSpot01").gameObject; m_DashTrails[1] = this.transform.Find("TrailSpot02").gameObject; }
private void Awake() { if (!_instance && GameObject.FindGameObjectsWithTag("GameController").Length == 1) { //This gameObject becomes persistent if there are no other gameMasters. DontDestroyOnLoad(this.gameObject); _instance = this; } else { Destroy(this.gameObject); } //Creates an instance of these if not found. SceneBehaviour(); SDKManager(); //Controller references in sdk are usually f****d, this ensures they are right. ControllerSetter.ResetControllers(); //Call awake in scenemaster. SceneMaster.MasterAwake(); }
protected void SetGestureCondition() { _gestureType = GestureType.grabhand; _leap_controller = ControllerSetter.SetConfig(_gestureType); GestureSetting.SetGestureCondition(this, MountType, UseArea, UsingHand); }
//Method for setting leap controller and gesture configurations. protected void SetGestureCondition() { _gestureType = GestureType.circle; _leap_controller = ControllerSetter.SetConfig(_gestureType); GestureSetting.SetGestureCondition(this, MountType, CircleDirection, MinProgress, UseArea, UsingHand); }
//----------------------------------------------------------------------- protected void SetGestureCondition(SwipeDirection swipeDirection, int sensitivity, UseArea useArea) { _gestureType = GestureType.swipe; _leap_controller = ControllerSetter.SetConfig(_gestureType); GestureSetting.SetGestureCondition(this, swipeDirection, sensitivity, useArea, UsingHand); }
//Scene manager calls on scene activation //Called before unloading previous scene. public void SceneStart() { SceneBehaviour(); SDKManager(); ControllerSetter.ResetControllers(); }