public void MoveTo(int movement) { DirectionChecker checker = new DirectionChecker(_world); if (checker.CanPlayerMoveInDirection(Map.Map[NumberOfArrayPlayerIsIn + movement])) { Changed = true; OldNumberOfArrayPlayerIsIn = NumberOfArrayPlayerIsIn; NumberOfArrayPlayerIsIn += movement; MonsterMoveController[] monsters; if (_world.Has <MonsterMoveController[]>()) { monsters = _world.Get <MonsterMoveController[]>(); } else { monsters = new MonsterMoveController[1]; } if (monsters.Length > 1) { foreach (var monster in monsters) { if (monster.MonsterPosition.NumberOfArrayMonsterIsIn == NumberOfArrayPlayerIsIn) { _world.LinesTypedInMessageBox++; MoveMessages message = new MoveMessages(_world); message.MonstersInRoomMessage(monster.MonsterStats.Name); } } } } }
void Start() { checkGround = GetComponent <GroundChecker>(); colliderBox = GetComponent <BoxCollider2D>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); dirCheck = GetComponent <DirectionChecker>(); rollPusher = GetComponent <ConstantForce2D>(); startTime = Time.time; inRoll = false; }
public bool MoveNewBrick(MoveDirection moveDir) { DirectionChecker directionChecker = Processors.GetComponent <DirectionChecker>(); switch (moveDir) { case MoveDirection.Right: if (directionChecker.CheckRight(CurrentActiveBrick, BrickArray) > 0) { MoveBrick(CurrentActiveBrick, MoveDirection.Right, true); } break; case MoveDirection.Left: if (directionChecker.CheckLeft(CurrentActiveBrick, BrickArray) > 0) { MoveBrick(CurrentActiveBrick, MoveDirection.Left, true); } break; case MoveDirection.Up: if (directionChecker.CheckUp(CurrentActiveBrick, BrickArray) > 0) { MoveBrick(CurrentActiveBrick, MoveDirection.Up, true); } break; case MoveDirection.Down: if (directionChecker.CheckDown(CurrentActiveBrick, BrickArray) > 0) { MoveBrick(CurrentActiveBrick, MoveDirection.Down, true); } break; default: break; } int i = 0; while (AddNewPlayBrick() != true) { AddNewPlayBrick(); i++; if (i >= 256) { break; } } return(true); }
// Start is called before the first frame update void Awake() { boxCollider = GetComponent <BoxCollider>(); directionChecker = GetComponent <DirectionChecker>(); directionChecker.Init(EntranceType, ExitType); spawner = FindObjectOfType <StageObjectSpawner>(); spawnedObjects = new List <GameObject>(); lanes = new List <Lane>(); foreach (var lane in GetComponentsInChildren <Lane>()) { lanes.Add(lane); } ; Assert.IsNotNull(spawner, "Spawnerが取得できませんでした"); Assert.IsNotNull(boxCollider, "BoxColliderがアタッチされていません"); }
void Awake() { gameModel = FindObjectOfType<GameModel>(); directionChecker = GameObject.Find("Processors").GetComponent<DirectionChecker>(); }
void Awake() { gameModel = FindObjectOfType <GameModel>(); directionChecker = GameObject.Find("Processors").GetComponent <DirectionChecker>(); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); dirCheck = GetComponent <DirectionChecker>(); }