private void Start() { ja = GetComponent <JumpAbility>(); rb = GetComponent <Rigidbody>(); pc = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); startRotation = transform.rotation; }
public void Move(List <Rectangle> platforms) { PossibilityMove.RecalculatePossibilitys(this, platforms); var newX = GoAbility.RecalculateX(this, PossibilityMove); var newY = JumpAbility.RecalculateY(this, PossibilityMove); Location = new Rectangle(new Point(newX, newY), Location.Size); }
public static JumpAbility CreateJumpAbility() { JumpAbility asset = ScriptableObject.CreateInstance <JumpAbility>(); AssetDatabase.CreateAsset(asset, GetSelectedPathOrFallback() + "/NewJumpAbility.asset"); AssetDatabase.SaveAssets(); return(asset); }
// Use this for initialization void Start() { health = maxHealth; pc = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); pcrb = pc.GetComponent <Rigidbody>(); ja = GetComponent <JumpAbility>(); rb = GetComponent <Rigidbody>(); }
void Awake() { List<JumpAbility> purchasedJumps = new List<JumpAbility>(); purchasedJumps.Add(JumpAbility.Jump); purchasedJumps.Add(JumpAbility.DoubleJump); List<ActionAbility> purchasedActions = new List<ActionAbility>(); purchasedActions.Add(ActionAbility.Slide); purchasedActions.Add(ActionAbility.Attack); string[] jumpAbilities = { "Glider", "AirStabilizer", "DiveKick", "Jetpack", }; string[] actionAbilities = { "GrapplingHook", "Boost", "Uppercut", }; for (int i = 0; i < jumpAbilities.Length; i++) { if(PlayerPrefs.GetInt(jumpAbilities[i]) != 0) { purchasedJumps.Add((JumpAbility)Enum.Parse(typeof(JumpAbility), jumpAbilities[i])); } } for (int i = 0; i < actionAbilities.Length; i++) { if (PlayerPrefs.GetInt(actionAbilities[i]) != 0) { purchasedActions.Add((ActionAbility)Enum.Parse(typeof(ActionAbility), actionAbilities[i])); } } chosenAbility = (Ability)UnityEngine.Random.Range((int)Ability.Action, (int)Ability.Jump + 1); if (chosenAbility == Ability.Jump) { int randomIndex = UnityEngine.Random.Range(0, purchasedJumps.Count); _jumpAbility = purchasedJumps[randomIndex]; } else { int randomIndex = UnityEngine.Random.Range(0, purchasedActions.Count); _actionAbility = purchasedActions[randomIndex]; } }
protected override void Start() { base.Start(); gameObject.tag = Defines.c_tagPlayer; m_jumpAbility = new JumpAbility(this, 2); m_climbWallAbility = new ClimbWallAbility(this); m_grabLedgeAbility = new GrabLedgeAbility(this); m_dashAbility = new DashAbility(this, 15, 0.4f, 1f); m_climbLadderAbility = new ClimbLadderAbility(this); }
public void ChangeMoveType(MoveType newMove, List <Rectangle> platforms) { if (newMove == MoveType.Right || newMove == MoveType.Left) { CurrentTypeMovement = newMove; } if (newMove == MoveType.Up) { JumpAbility.Jump(); } if (newMove == MoveType.Stand) { CurrentTypeMovement = MoveType.Stand; } }
// Start is called before the first frame update void Start() { if (this.gameObject.GetComponent <PhotonView>().IsMine) { chargeMeter = GameObject.FindGameObjectWithTag("ChargeMeter").GetComponent <AbilityChargeMeter>(); chargeMeter.InitizalizeMeter(this); } jumpAbility = GetComponent <JumpAbility>(); teleportAbility = GetComponent <TeleportAbility>(); carRigidbody = this.GetComponent <Rigidbody>(); networkCharacter = GetComponent <NetworkCharacter>(); }
protected override void Start() { base.Start(); ja = GetComponent <JumpAbility>(); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); ja = GetComponent <JumpAbility>(); }
void UpdatePowerup(Collider2D powerup) { PowerupAbility obtainedPowerup = powerup.GetComponent<PowerupAbility>(); if (obtainedPowerup.abilityType == Ability.Jump) { CurrentJump = obtainedPowerup.jumpAbility; } else { CurrentAction = obtainedPowerup.actionAbility; } Destroy(powerup.gameObject); }
protected override void AddAbilities() { base.AddAbilities(); CharacterAudioManager audioManager = character.GetComponent <CharacterAudioManager>(); AudioClip hopHorizontalClip = AssetDatabase.LoadAssetAtPath <AudioClip>("Assets/Dias Games/Climbing System/Audio/male_hop_horizontal.wav"); AudioClip hopUpClip = AssetDatabase.LoadAssetAtPath <AudioClip>("Assets/Dias Games/Climbing System/Audio/male_hop_up.wav"); AudioClip jumpClip = AssetDatabase.LoadAssetAtPath <AudioClip>("Assets/Dias Games/Third Person System/Audio/male_jump.wav"); FreeLocomotion m_FreeLocomotion = character.GetComponent <FreeLocomotion>(); Strafe m_Strafe = character.GetComponent <Strafe>(); JumpAbility m_Jump = character.GetComponent <JumpAbility>(); FallAbility m_Fall = character.GetComponent <FallAbility>(); CrouchAbility m_Crouch = character.GetComponent <CrouchAbility>(); LayerMask m_FootLayers = (1 << 0) | (1 << 14) | (1 << 16) | (1 << 17) | (1 << 18) | (1 << 19) | (1 << 20) | (1 << 25) | (1 << 26); // Vault ability ClimbingSystem.VaultAbility m_Vault = character.GetComponent <ClimbingSystem.VaultAbility>(); if (m_Vault == null) { m_Vault = Undo.AddComponent <ClimbingSystem.VaultAbility>(character); if (m_Vault.OnEnterAbilityEvent == null) { m_Vault.OnEnterAbilityEvent = new UnityEvent(); } UnityEventTools.AddObjectPersistentListener(m_Vault.OnEnterAbilityEvent, audioManager.PlayVoiceSound, hopHorizontalClip); } m_Vault.ClimbingMask = (1 << 21); //// // Step Up ability Setup ClimbingSystem.StepUpAbility m_StepUp = character.GetComponent <ClimbingSystem.StepUpAbility>(); if (m_StepUp == null) { m_StepUp = Undo.AddComponent <ClimbingSystem.StepUpAbility>(character); } m_StepUp.ClimbingMask = (1 << 16); //// // Half Climb ability Setup ClimbingSystem.LowerClimbAbility m_LowerClimb = character.GetComponent <ClimbingSystem.LowerClimbAbility>(); if (m_LowerClimb == null) { m_LowerClimb = Undo.AddComponent <ClimbingSystem.LowerClimbAbility>(character); if (m_LowerClimb.OnEnterAbilityEvent == null) { m_LowerClimb.OnEnterAbilityEvent = new UnityEvent(); } UnityEventTools.AddObjectPersistentListener(m_LowerClimb.OnEnterAbilityEvent, audioManager.PlayVoiceSound, hopUpClip); } m_LowerClimb.ClimbingMask = (1 << 17); //// // Climbing ability setup ClimbingSystem.ClimbingAbility m_Climbing = character.GetComponent <ClimbingSystem.ClimbingAbility>(); if (m_Climbing == null) { m_Climbing = Undo.AddComponent <ClimbingSystem.ClimbingAbility>(character); } SerializedObject climb = new SerializedObject(m_Climbing); climb.FindProperty("m_ClimbableMask").intValue = (1 << 18) | (1 << 19); climb.FindProperty("m_CharacterOffsetFromLedge").vector3Value = new Vector3(0, CharacterHeight - 0.4f, 0.3f); climb.FindProperty("m_CharacterOffsetOnHang").vector3Value = new Vector3(0, CharacterHeight - 0.45f, 0.3f); climb.ApplyModifiedProperties(); //// /// // Climb Jump ability setup ClimbingSystem.ClimbJump m_ClimbJump = character.GetComponent <ClimbingSystem.ClimbJump>(); if (m_ClimbJump == null) { m_ClimbJump = Undo.AddComponent <ClimbingSystem.ClimbJump>(character); if (m_ClimbJump.OnEnterAbilityEvent == null) { m_ClimbJump.OnEnterAbilityEvent = new UnityEvent(); } UnityEventTools.AddObjectPersistentListener(m_ClimbJump.OnEnterAbilityEvent, audioManager.PlayVoiceSound, jumpClip); } //// /// ClimbingSystem.DropToClimbAbility m_DropToClimb = character.GetComponent <ClimbingSystem.DropToClimbAbility>(); if (m_DropToClimb == null) { m_DropToClimb = Undo.AddComponent <ClimbingSystem.DropToClimbAbility>(character); } m_DropToClimb.DroppableLayer = (1 << 19) | (1 << 20); ClimbingSystem.LadderAbility m_Ladder = character.GetComponent <ClimbingSystem.LadderAbility>(); if (m_Ladder == null) { m_Ladder = Undo.AddComponent <ClimbingSystem.LadderAbility>(character); } WallRun m_WallRun = character.GetComponent <WallRun>(); if (m_WallRun == null) { m_WallRun = Undo.AddComponent <WallRun>(character); } WallClimb m_WallClimb = character.GetComponent <WallClimb>(); if (m_WallClimb == null) { m_WallClimb = Undo.AddComponent <WallClimb>(character); } // -------------------------- SET IGNORE ABILITIES ---------------------------------- // // Climb ladder AddIgnoreAbility(m_Ladder, m_FreeLocomotion); AddIgnoreAbility(m_Ladder, m_Strafe); AddIgnoreAbility(m_Ladder, m_Fall); AddIgnoreAbility(m_Ladder, m_Jump); AddIgnoreAbility(m_Ladder, m_ClimbJump); // Step up AddIgnoreAbility(m_StepUp, m_FreeLocomotion); AddIgnoreAbility(m_StepUp, m_Strafe); // Lower climb AddIgnoreAbility(m_LowerClimb, m_FreeLocomotion); AddIgnoreAbility(m_LowerClimb, m_Strafe); AddIgnoreAbility(m_LowerClimb, m_Fall); AddIgnoreAbility(m_LowerClimb, m_ClimbJump); AddIgnoreAbility(m_LowerClimb, m_Jump); // Climbing AddIgnoreAbility(m_Climbing, m_Fall); AddIgnoreAbility(m_Climbing, m_Jump); AddIgnoreAbility(m_Climbing, m_ClimbJump); // Drop to climb AddIgnoreAbility(m_DropToClimb, m_FreeLocomotion); AddIgnoreAbility(m_DropToClimb, m_Strafe); AddIgnoreAbility(m_DropToClimb, m_Crouch); // Vault AddIgnoreAbility(m_Vault, m_FreeLocomotion); AddIgnoreAbility(m_Vault, m_Strafe); AddIgnoreAbility(m_Vault, m_Jump); AddIgnoreAbility(m_Vault, m_Fall); AddIgnoreAbility(m_Vault, m_Crouch); // Climb Jump AddIgnoreAbility(m_ClimbJump, m_FreeLocomotion); AddIgnoreAbility(m_ClimbJump, m_Strafe); AddIgnoreAbility(m_ClimbJump, m_Jump); AddIgnoreAbility(m_ClimbJump, m_Climbing); AddIgnoreAbility(m_ClimbJump, m_Ladder); AddIgnoreAbility(m_ClimbJump, m_WallClimb); // Wall Run AddIgnoreAbility(m_WallRun, m_Jump); AddIgnoreAbility(m_WallRun, m_ClimbJump); // Wall Climb AddIgnoreAbility(m_WallClimb, m_ClimbJump); AddIgnoreAbility(m_WallClimb, m_WallRun); AddIgnoreAbility(m_WallClimb, m_Jump); AddIgnoreAbility(m_WallClimb, m_Fall); AddIgnoreAbility(m_WallClimb, m_DropToClimb); // -------------------------------------------------------------------------------- // }