public MapDirection(Map start, Map end, DirectionProperties direction, List <MapDirectionStep> steps) { Start = start; End = end; Direction = direction; Steps = steps; }
private void TreatElement(ElementObserver elementObs) { elementObs.isTreated = true; EffectTransformation eTransf = elementObs.ElementDetected.Effect(true); if (isJumping || !eTransf.isChangingSomething) return; TreatmentIfObstacle(eTransf);//Evite Un cas de bug ou on passerait sur un obstacle if (eTransf.isWinner) { OnPlayerWin (); return; } if(eTransf.isStartingJump) { OnPlayerJump(); } if (eTransf.isWater && playerAssociated!=null) { playerAssociated.FallInWater(); } if (eTransf.newDirection != null) { transform.position = CurrentDirection.calculFavoritePos(transform.position); CurrentDirection = eTransf.newDirection; } if (eTransf.newPosition != new Vector3()) { transform.position = CurrentDirection.calculFavoritePos(eTransf.newPosition); } }
/// <summary> /// /// </summary> /// <param name="dir">New direction.</param> private void OnPlayerDirectionChanging(DirectionProperties dir) { if (onPlayerDirectionChanging != null) onPlayerDirectionChanging (dir); BoxCollider2D bc = obstacleElement.GetComponent<BoxCollider2D>(); if (bc != null) bc.size = dir.posObstacleObserver; }
/// <summary> /// Call when the player direction is changing. /// </summary> /// <param name="dir">Dir.</param> private void OnDirectionChange(DirectionProperties dir) { setAnimation (dir.animationCode); }
/// <summary> /// Start this instance. Set the player direction to the right /// </summary> void Start() { animator = GetComponent<Animator> (); animator.SetInteger ("animState", 0); startDirection = DirectionsArray[0]; }
/// <summary> /// Raises the mouse up event. The StartDirection is changed and the animation of the Square too /// </summary> public void OnMouseUp() { anim = (anim + 1) % 4; animator.SetInteger ("animState", anim); startDirection = DirectionsArray[anim]; }
public MapDirectionStep(Map location, DirectionProperties direction) { Location = location; Direction = direction; }