private void Start() { _actorController = Utils.InterfaceHelper.GetInterfaceComponent <IActorController>(this); if (_actorController == null) { Debug.LogError("No IActorController found"); gameObject.SetActive(false); return; } if (_actorController.isLocalPlayer) { OnEnable(); } _camera = FindObjectOfType <CameraBehavior>(); if (_camera == null) { Debug.LogError("No CameraBehavior found"); return; } if (_actorController.isLocalPlayer) { _camera.SetTarget(this.transform); } OnStart(); }
private void Start() { this.animator = this.GetComponent <Animator>(); this.body = this.GetComponent <Rigidbody2D>(); this.spriteRenderer = this.GetComponent <SpriteRenderer>(); this.actorController = this.GetComponent <IActorController>(); }
public void Init(IActorController actorController, IActorInitializer actorInitializer, IUiConfig uiConfig, IGameConfig gameConfig) { _actorController = actorController; _actorInitializer = actorInitializer; _uiConfig = uiConfig; _gameConfig = gameConfig; }
// Use this for initialization public virtual void Start() { boxCollider = GetComponent <BoxCollider2D>(); actorController = GetComponent <IActorController>(); if (actorController == null && transform.parent) { // search in parent actorController = transform.parent.GetComponent <IActorController>(); } actorGameObject = gameObject; if (destroyParent) { actorGameObject = transform.parent.gameObject; } spriteRenderer = GetComponent <SpriteRenderer>(); if (!spriteRenderer && transform.parent) { // search in parent spriteRenderer = transform.parent.GetComponent <SpriteRenderer>(); } lootController = GetComponent <IChildGenerator>(); if (lootController == null && transform.parent) { // search in parent lootController = transform.parent.GetComponent <IChildGenerator>(); } ModifyHealth(0); }
private void FindController() { if (_controller == null || !_controller.Enabled) { _controller = this.GetInterfaceComponents <IActorController <TActor> >() .FirstOrDefault(controller => controller.Enabled); } }
public CommonPlayerActionHandler(IActorController actionController) { this.ActController = actionController; mTouchHandler = TouchHandler.GetInstance(); mStateHelper = new StateHelper(); mStateHelper.SetActionController(actionController); mStateHelper.UseNet = true; InitStatus(); }
public void Start() { boxCollider = GetComponent <BoxCollider2D>(); actorController = GetComponent <IActorController>(); if (actorController == null && transform.parent != null) { // search in parent actorController = transform.parent.GetComponent <IActorController>(); } }
void IStatus.Init(IActorController controller, StateHelper helper) { mController = controller; mStateHelper = helper; mTouchHandler = TouchHandler.GetInstance(); fightTouch = FightTouch._instance; AddCondition(IsUnderAttack, STATUS.HIT); AddCondition(IsControlPassive, STATUS.IDLE);//stop the state matchine update by using idle state anyway AddCondition(IsCanNotControl, STATUS.CANNOTCONTROL); }
void Start() { actorPhysics = GetComponent <ActorPhysics2D>(); if (actorController == null) { // no controller eh? actorController = GetComponent <IActorController>(); } actorController.OnActorControl(this); actorController.enabled = true; }
public void Depossess() { inputVector = Vector2.zero; actorController = storedController; if (actorController == null) { // no controller eh? actorController = GetComponent <IActorController>(); actorController.OnActorControl(this); } actorController.enabled = true; }
public bool Possess(IActorController icontroller) { if (actorController is PlayerActorController) { return(false); } if (actorController != null) { // this is probably the player possessing; store this controller for later storedController = actorController; storedController.enabled = false; } actorController = icontroller; actorController.OnActorControl(this); return(true); }
private void Start() { _actorController = Utils.InterfaceHelper.GetInterfaceComponent <IActorController>(this); if (_actorController == null) { Debug.LogError("No IActorController found"); gameObject.SetActive(false); return; } if (_actorController.isLocalPlayer) { OnEnable(); } OnStart(); }
// initialize function public void Initialize(IActorController controller, GameManager gameManager, int depth, int cell, bool doFadeIn) { // reference controller m_controller = controller; // reference game manager m_gameManager = gameManager; // get components if (m_transform == null) { m_transform = GetComponent <Transform>(); m_renderer = GetComponent <SpriteRenderer>(); } // enter corridor m_currentDepth = depth; EnterCorridor(m_gameManager.GetCorridor(m_currentDepth), cell); // reset values m_gunCooldown = 0f; m_isDead = false; m_immuneToMelee = false; m_immuneToProjectile = false; // face random direction m_facingRight = Random.value > 0.5f; m_renderer.flipX = !m_facingRight; // initialize renderer m_renderer.color = doFadeIn ? Color.clear : m_color; m_renderer.sprite = doFadeIn ? GameManager.s_gameSettings.actorReadySprite : GameManager.s_gameSettings.actorAimSprite; m_renderer.enabled = true; // do fade in if (doFadeIn) { GameManager.s_gameSettings.appearSFX.Play(m_sfxVolume); m_currentAction = m_currentAction.StartCoroutine(this, FadeInAction()); } }
public void SetActionController(IActorController controller) { this.mActionController = controller; IsPlayer = RoleEnum.IsPlayer(controller.GetRoleType()); }
public void SetActorController(IActorController icontroller) { actorController = icontroller; actorController.OnActorControl(this); }
public static IActionHandler CreateCommonActionHandler(IActorController actionController, IStatusHandler statusHandler, MobaObjectID type) { return(new CommonPlayerActionHandler(actionController, statusHandler)); }