// Use this for initialization void Start() { _IsMenuMode = false; rb = GetComponent <Rigidbody2D>(); jump = GetComponent <JumpBehaviour>(); behaviour = GetComponent <PlayerBehaviour>(); }
override public void Start() { base.Start(); this.animator = GetComponent <Animator>(); this.jumpBehaviour = GetComponentInChildren <JumpBehaviour>(); this.moveBehaviour = GetComponent <LinearMovementBehaviour>(); }
private float CalculateJumpPrice(JumpBehaviour jumpBehaviour) { float moneyToRecover = GameData.jumpBehaviour.GetPrice(); float moneyToSpend = jumpBehaviour.GetPrice(); return(moneyToRecover - moneyToSpend); }
void Start() { _jumpBehaviour = GetComponent <JumpBehaviour>(); _player = GetComponentInParent <Actor>(); ani = GetComponent <Animator>(); PrimeCombos(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { rb = animator.GetComponent <Rigidbody2D>(); jumpBehaviour = animator.GetBehaviour <JumpBehaviour>(); rb.velocity = -animator.transform.right * dashSpeed; dashCounts += 1; jumpBehaviour.jumpCounts = 0; }
public ConditionalJump(ValueReference conditional, int dest, JumpBehaviour when) { if (conditional == null) { throw new ArgumentNullException(nameof(conditional)); } this.Conditional = conditional; this.JumpWhen = when; this.Destination = dest; }
private void Awake() { feet = GetComponentInChildren <PlayerFeetScript>(); rigid = GetComponent <Rigidbody2D>(); playerAttributes = GetComponent <PlayerAttributes>(); playerRenderer = GetComponent <SpriteRenderer>(); jumpBehaviour = GameData.jumpBehaviour; GameObject.FindGameObjectWithTag("Upgrade").GetComponent <SpriteRenderer>().enabled = GameData.springUpdate; }
protected override void StartGame() { _occupiedAttackPlace = new List <Transform>(_freeAttackPlace.Count); _jumpBehaviour = GetComponent <JumpBehaviour>(); _spriteRenderer = GetComponent <SpriteRenderer>(); //_rigidBody = GetComponent<Rigidbody2D>(); _fight = GetComponent <FightingCombo>(); _transform = transform; //_spriteRenderer.receiveShadows = true; //_spriteRenderer.shadowCastingMode = ShadowCastingMode.On; }
private void BuyJumpBehaviour(JumpBehaviour newJumpBehaviour) { if (GameData.jumpBehaviour.GetType() != newJumpBehaviour.GetType()) { float moneyDelta = CalculateJumpPrice(newJumpBehaviour); GameData.hp += moneyDelta; playerAttributes.HealthChange(moneyDelta); GameData.jumpBehaviour = newJumpBehaviour; UpdatePriceTexts(); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // Update from player if (__player != null) { JumpBehaviour jumpBehaviour = __player.GetComponent <JumpBehaviour>(); PlayerBehaviour playerBehaviour = __player.GetComponent <PlayerBehaviour>(); Rigidbody2D rb2D = __player.GetComponent <Rigidbody2D>(); SpriteRenderer sr = __player.GetComponent <SpriteRenderer>(); Vector2 input = jumpBehaviour.getInput(); if (jumpBehaviour && playerBehaviour && rb2D) { hasYMotion = rb2D.velocity.y != 0f; //hasXMotion = rb2D.velocity.x != 0f; hasXMotion = input.x != 0; isMoving = hasXMotion || hasYMotion; // check walking isWalking = (jumpBehaviour.IsGrounded()) && hasXMotion && !hasYMotion; // check running isRunning = (jumpBehaviour.IsGrounded()) && hasXMotion && !hasYMotion && (playerBehaviour.PlayerSpeed >= playerBehaviour.PlayerMaxSpeed); isJumping = Input.GetKey(KeyCode.UpArrow); // check in air isInAir = (!jumpBehaviour.IsGrounded()) && !(jumpBehaviour.AskedForJump) && hasYMotion; // Update animator animator.SetBool(paramIsJumping, isJumping); animator.SetBool(paramIsWalking, isWalking); animator.SetBool(paramIsRunning, isRunning); animator.SetBool(paramIsInAir, isInAir); animator.SetBool(paramDoubleJump, jumpBehaviour.CanDoubleJump); // Flip if needed if (__spriteIsFacingRight && jumpBehaviour.getInput().x < 0) { flip(sr); } else if ((!__spriteIsFacingRight) && jumpBehaviour.getInput().x > 0) { flip(sr); } } } }
protected virtual void Start() { _objectPool = ObjectPooler.Instance; _rigidBody2D = GetComponent <Rigidbody2D>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _input = GetComponent <Input>(); _movementBehaviour = GetComponent <MovementBehaviour>(); _jumpBehaviour = GetComponent <JumpBehaviour>(); _playerCheckBehaviour = GetComponent <PlayerCheckBehaviour>(); _dashBehaviour = GetComponent <DashBehaviour>(); _damageBehaviour = GetComponent <DamageBehaviour>(); _audioBehaviour = GetComponent <AudioBehaviour>(); _specialEffectBehaviour = GetComponent <SpecialEffectBehaviour>(); _scoreBehaviour = GetComponent <ScoreBehaviour>(); }
void Start() { anim = GetComponent <Animator>(); jumpBehaviour = anim.GetBehaviour <JumpBehaviour>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { timeValue = timer; jumpBehaviour = animator.GetBehaviour <JumpBehaviour>(); }