Inheritance: MonoBehaviour
示例#1
0
 // Use this for initialization
 void Start()
 {
     transform.eulerAngles = Vector3.up * 90;
     playerPhysics = GetComponent<PlayerPhysics> ();
     animator = GetComponent<Animator> ();
     manager = Camera.main.GetComponent<GameManager>();
 }
示例#2
0
 void Start()
 {
     playerPhysics   = GetComponent <PlayerPhysics>();
     initialPosition = this.transform.position;
     floatyLocation  = this.transform.Find("FloatyLocation").gameObject;
     Reset();
 }
示例#3
0
            public static void Postfix(PlayerPhysics __instance)
            {
                if (__instance.AmOwner && __instance.myPlayer.CanMove && GameData.Instance && isStealthed(__instance.myPlayer))
                {
                    __instance.body.velocity *= speedBonus;
                }

                if (isRole(__instance.myPlayer))
                {
                    var ninja = __instance.myPlayer;
                    if (ninja == null || ninja.isDead())
                    {
                        return;
                    }

                    bool canSee =
                        PlayerControl.LocalPlayer.isImpostor() ||
                        PlayerControl.LocalPlayer.isDead() ||
                        (Lighter.canSeeNinja && PlayerControl.LocalPlayer.isRole(RoleType.Lighter) && Lighter.isLightActive(PlayerControl.LocalPlayer));

                    var opacity = canSee ? 0.1f : 0.0f;

                    if (isStealthed(ninja))
                    {
                        opacity = Math.Max(opacity, 1.0f - stealthFade(ninja));
                        ninja.MyRend.material.SetFloat("_Outline", 0f);
                    }
                    else
                    {
                        opacity = Math.Max(opacity, stealthFade(ninja));
                    }

                    setOpacity(ninja, opacity);
                }
            }
 void Start()
 {
     actionController = GetComponent <ActionController> ();
     controller       = GetComponent <InputController> ();
     physics          = GetComponent <PlayerPhysics>();
     animator         = GetComponent <Animator> ();
 }
示例#5
0
        static bool Prefix(PlayerPhysics __instance)
        {
            ModdedPlayerClass moddedController = Main.Instance.ModdedPlayerById(__instance.myPlayer.PlayerId);

            if (__instance.myPlayer != PlayerControl.LocalPlayer || moddedController?.Role?.RoleName != "Bellatrix" || ((Bellatrix)moddedController.Role).MindControlledPlayer == null)
            {
                return(true);
            }

            PlayerPhysics controlledPlayer = ((Bellatrix)moddedController.Role).MindControlledPlayer._Object.MyPhysics;

            GameData.PlayerInfo data = moddedController._Object.Data;
            bool flag = data != null && data.IsDead;

            Vector2 vel = HudManager.Instance.joystick.Delta * __instance.TrueSpeed;

            controlledPlayer.body.velocity = vel;

            MessageWriter writer = AmongUsClient.Instance.StartRpc(PlayerControl.LocalPlayer.NetId, (byte)Packets.MoveControlledPlayer, Hazel.SendOption.Reliable);

            writer.Write(controlledPlayer.myPlayer.PlayerId);
            writer.Write(vel.x);
            writer.Write(vel.y);
            writer.EndMessage();
            return(false);
        }
示例#6
0
 private void OnTriggerExit2D(Collider2D collider)
 {
     if (collider.gameObject.CompareTag("Ground"))
     {
         PlayerPhysics.DashWall(false);
     }
 }
 // Use this for initialization
 void Start()
 {
     CanBePushed   = true;
     cantmove      = false;
     Disguise      = state.Idle;
     playerphysics = GetComponent <PlayerPhysics>();
 }
示例#8
0
    public void OnCollisionEnter2D(Collision2D col)
    {
        if (col.collider.tag == "Letter" || col.collider.tag == "Walkable" || col.collider.tag == "TempWalkable")
        {
            BoxCollider2D  collider = GetComponent <BoxCollider2D> ();
            ContactPoint2D contact  = col.contacts [0];

            //hit the bottom of the umbrella
            if (contact.normal.y >= contact.normal.x)
            {
                //turn umbrella up instead of destroying it?

                if (attached != null)
                {
                    PlayerPhysics pc = attached.transform.GetComponent <PlayerPhysics> ();
                    if (pc != null)
                    {
                        pc.exitedStringItemState();
                    }
                }

                attached = null;
                Destroy(this.gameObject);
            }
        }
    }
示例#9
0
 public static void Postfix(PlayerPhysics __instance)
 {
     if (__instance.myPlayer && __instance.myPlayer.Data.IsDead)
     {
         __instance.myPlayer.Visible = PlayerControl.LocalPlayer.Data.IsDead;
     }
 }
示例#10
0
    void Start()
    {
        playerPhysics = GetComponent<PlayerPhysics>();
        animator = GetComponent<Animator>();

        animator.SetLayerWeight(1, 1);
    }
示例#11
0
        public void Tick7Left2Right()
        {
            PlayerPhysics playerPhysics = new PlayerPhysics();
            var           acceleration  = playerPhysics.GetAcceleration();
            var           resistance    = playerPhysics.GetResistance();
            double        expectedVelocity;

            playerPhysics.AccelerateLeft();
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity = acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += acceleration - resistance;
            playerPhysics.StopAccelerateLeft();

            playerPhysics.AccelerateRight();
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += -acceleration - resistance;
            playerPhysics.CalculateVelocityThisTick();
            expectedVelocity += -acceleration - resistance;

            Assert.AreEqual(expectedVelocity, playerPhysics.GetVelocity());
        }
示例#12
0
 void Awake()
 {
     _hookLine = GetComponentInChildren<LineRenderer>();
     _timeBorn = Time.time;
     _player = GameObject.FindGameObjectWithTag("Player");
     _physics = _player.GetComponent<PlayerPhysics>();
 }
示例#13
0
 // Start is called before the first frame update
 void Start()
 {
     m_spr      = this.gameObject.GetComponent <SpriteRenderer>();
     m_animator = this.gameObject.GetComponent <Animator>();
     m_pp       = this.gameObject.GetComponent <PlayerPhysics>();
     m_t        = this.gameObject.GetComponent <Transform>();
 }
    void Awake()
    {
        instance = this;

        player = GameObject.FindWithTag("player");
        playerPhysics = player.GetComponent<PlayerPhysics>();
    }
 public void Inject(PlayerUnitDI di)
 {
     physics       = di.physics;
     stateMachine  = di.stateMachine;
     hp            = di.hp;
     vulnerability = di.vulnerability;
 }
示例#16
0
 void Start()
 {
     playerPhysics = GetComponent<PlayerPhysics>();
     animator = GetComponent<Animator>();
     prevmoveDir = 0;
     transform.Rotate (Vector3.up, 90, Space.World);
 }
示例#17
0
    public void SetUnharvested(bool instant)
    {
        //instant occurs on a level reset
        if (instant)
        {
            if (WasHarvested && !canBeHarvested)
            {
                spriteRenderer.material = new Material(Resources.Load("Materials/Graphic/Active Letter") as Material);
                foreach (MeshRenderer mr in GetComponentsInChildren <MeshRenderer>())
                {
                    mr.material.color = spriteRenderer.material.GetColor("_EffectColor");
                }

                canBeHarvested = true;
                WasHarvested   = false;
                PlayerPhysics pp = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerPhysics> ();
                if (pp.collisionLetter == this)
                {
                    pp.CheckForCollisions();
                }

                GameManager.increment_letters_active();
            }
        }
        else
        {
            if (!canBeHarvested)
            {
                StartCoroutine("TransitionToUnharvested");
            }
        }
    }
 public void Inject(PlayerUnitDI di)
 {
     stateMachine  = di.stateMachine;
     physics       = di.physics;
     flip          = di.flip;
     vulnerability = di.vulnerability;
 }
示例#19
0
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindWithTag("player");
     barObject = GameObject.FindWithTag ("barObject");
     playerPhysics = player.GetComponent<PlayerPhysics>();
     bar = barObject.GetComponent<bar>();
 }
示例#20
0
    // Use this for initialization
    void Start()
    {
        spriteRenderer = GetComponent <SpriteRenderer> ();
        pphysics       = GetComponent <PlayerPhysics> ();

        originalPosition = transform.position;

        baseMovespeed = pphysics.movespeed;
        jumpTime      = 0;

        mainCamera = Camera.main.GetComponent <CameraController> ();
        mainCamera.setLocation(transform.position.x, transform.position.y);

        //items
        bellows = GameObject.Find("bellows");
        bellows.SetActive(false);

        timer = GameObject.Find("Timer_TimeLeft").GetComponent <TimerPowerup>();

        audio = new List <AudioSource>(GetComponents <AudioSource> ());
        anim  = GetComponent <Animator> ();

        collidingWithLetter = false;

        GameManager.signUpForNewLetterEvent(this);
    }
示例#21
0
 // Use this for initialization
 void Start()
 {
     _ui = GameObject.Find("Keys");
     _input = new PlayerInput();
     _input.Reset ();
     _controller = this.GetComponent<PlayerPhysics>();
 }
示例#22
0
	void Start () {
		currentGravity = regularGravity;
		playerPhysics = GetComponent<PlayerPhysics>();
		animator = GetComponent<Animator>();
		manager = Camera.main.GetComponent<GameManager>();
		//animator.SetLayerWeight(1,1);
	}
 public void Inject(PlayerUnitDI di, WallSlideRaycaster raycaster)
 {
     wallSlideRaycaster = raycaster;
     physics            = di.physics;
     movement           = di.abilities.movement;
     jump = di.abilities.jump;
 }
示例#24
0
        public override float HitTest(Ball ball, float dTime, CollisionEvent coll, PlayerPhysics physics)
        {
            if (!IsEnabled)
            {
                return(-1.0f);
            }

            // transform ball to cylinder coordinate system
            var oldPos = ball.State.Pos.Clone();
            var oldVel = ball.Hit.Vel.Clone();

            ball.State.Pos.ApplyMatrix2D(Matrix);
            ball.State.Pos.ApplyMatrix2D(Matrix);

            // and update z bounds of LineZ with transformed coordinates
            var oldZ = new Vertex2D(HitBBox.ZLow, HitBBox.ZHigh);

            HitBBox.ZLow  = ZLow;            // HACK; needed below // evil cast to non-const, should actually change the stupid HitLineZ to have explicit z coordinates!
            HitBBox.ZHigh = ZHigh;           // dto.

            var hitTime = base.HitTest(ball, dTime, coll, physics);

            ball.State.Pos.Set(oldPos.X, oldPos.Y, oldPos.Z); // see above
            ball.Hit.Vel.Set(oldVel.X, oldVel.Y, oldVel.Z);
            HitBBox.ZLow  = oldZ.X;                           // HACK
            HitBBox.ZHigh = oldZ.Y;                           // dto.

            if (hitTime >= 0)
            {
                // transform hit normal back to world coordinate system
                coll.HitNormal.Set(Matrix.MultiplyVectorT(coll.HitNormal));
            }

            return(hitTime);
        }
示例#25
0
 // Use this for initialization
 void Start()
 {
     playerPhysics = GetComponent <PlayerPhysics> ();
     animator      = GetComponent <Animator> ();
     manager       = Camera.main.GetComponent <GameManager> ();
     animator.SetLayerWeight(1, 1);
 }
示例#26
0
 public static void PostfixPhysics(PlayerPhysics __instance)
 {
     if (__instance.AmOwner && GameData.Instance && __instance.myPlayer.CanMove)
     {
         __instance.body.velocity *= __instance.myPlayer.GetAppearance().SpeedFactor;
     }
 }
    public void Execute(GameObject player, Vector2 axes, PlayerPhysics physics)
    {
        if (!Enabled && !Active)
        {
            return;
        }

        if (Physics == null)
        {
            Physics       = physics;
            TotalDuration = Physics.AntigravityDuration;
        }


        if (Physics.GravityEnabled)
        {
            Timer = 0.0f;
            Physics.GravityEnabled = false;
            Active = true;

            Powerbar.SetActive(true);
            PowerbarSlider.value = 1;
            c_Shake.SmallShake(0.1f);
        }
        else
        {
            Physics.GravityEnabled = true;
            Active  = false;
            Enabled = false;
            c_Shake.SmallShake(0.1f);
        }
    }
示例#28
0
    /// <summary>
    /// Use this for initialisation.
    /// </summary>
    void Start()
    {
        m_playerPhysics = gameObject.GetComponent <PlayerPhysics>();
        if (!m_playerPhysics)
        {
            Debug.LogError("Could not find component PlayerPhysics");
        }
        m_playerRotation = gameObject.GetComponent <PlayerRotation>();
        if (!m_playerRotation)
        {
            Debug.LogError("Could not find component PlayerRotation");
        }
        m_camera = Camera.main;
        if (!m_camera)
        {
            Debug.LogError("Could not find component Camera");
        }
        m_slingshotDirectionIndicator = GameObject.FindObjectOfType <SlingshotDirectionIndicator>();
        if (!m_slingshotDirectionIndicator)
        {
            Debug.LogError("Could not find component SlingshotDirectionIndicator");
        }
        m_gameManager = GameObject.FindObjectOfType <GameManager>();
        if (!m_gameManager)
        {
            Debug.LogError("Could not find component GameManager");
        }

        // Hide the slingshot input until needed
        m_slingshotDirectionIndicator.StopSlingshotInput();
    }
示例#29
0
            public static void Postfix(PlayerPhysics __instance)
            {
                if (isRole(__instance.myPlayer))
                {
                    var fox = __instance.myPlayer;
                    if (fox == null || fox.isDead())
                    {
                        return;
                    }

                    bool canSee =
                        PlayerControl.LocalPlayer.isRole(RoleType.Fox) ||
                        PlayerControl.LocalPlayer.isRole(RoleType.Immoralist) ||
                        PlayerControl.LocalPlayer.isDead() ||
                        (PlayerControl.LocalPlayer.isRole(RoleType.Lighter) && Lighter.isLightActive(PlayerControl.LocalPlayer));

                    var opacity = canSee ? 0.1f : 0.0f;

                    if (isStealthed(fox))
                    {
                        opacity = Math.Max(opacity, 1.0f - stealthFade(fox));
                        fox.MyRend.material.SetFloat("_Outline", 0f);
                    }
                    else
                    {
                        opacity = Math.Max(opacity, stealthFade(fox));
                    }

                    Ninja.setOpacity(fox, opacity);
                }
            }
示例#30
0
 // Start is called before the first frame update
 void Start()
 {
     playerPhysics    = GetComponent <PlayerPhysics>();
     mySpriteRenderer = GetComponent <SpriteRenderer>();
     gameManagor      = GameObject.Find("Main Camera").GetComponent <GameMan>();
     characterInfo    = new CharacterInformation(10, 2, 100);
 }
    void Start()
    {
        playerPhysics = GetComponent <PlayerPhysics>();
        animator      = GetComponent <Animator>();

        animator.SetLayerWeight(1, 1);
    }
示例#32
0
 void Start()
 {
     playerPhysics = GetComponent<PlayerPhysics>();
     animator = GetComponent<Animator>();
     playerCamera = GameObject.FindGameObjectsWithTag("MainCamera")[0];
     playerPhysics.SetVelocity(Velocity);
 }
示例#33
0
 public void Inject(PlayerUnitDI di)
 {
     physics = di.physics;
     input   = di.mainDi.controller.input;
     flip    = di.flip;
     ReadStats(di.stats.Data);
 }
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     playerPhysics = GetComponent<PlayerPhysics> ();
     manager = Camera.main.GetComponent<GameManager> ();
     movable = GameObject.FindGameObjectWithTag("Movable");
 }
 /// <summary>
 /// Inicia o jogador
 /// </summary>
 void Start()
 {
    playerPhysics = GetComponent<PlayerPhysics>();
    animator = GetComponent<Animator>();
    manager = Camera.main.GetComponent<GameManager>();
    animator.SetLayerWeight(0, 0);
 }
示例#36
0
 // Use this for initialization
 void Start()
 {
     transform.eulerAngles = Vector3.up * 90;
     playerPhysics         = GetComponent <PlayerPhysics> ();
     animator = GetComponent <Animator> ();
     manager  = Camera.main.GetComponent <GameManager>();
 }
示例#37
0
 // Use this for initialization
 void Start()
 {
     mPlayer  = GetComponent<PlayerPhysics>();
     if(mPlayer == null){
         Debug.LogError("needs a Physics compo.");
     }
 }
示例#38
0
        public static void setLook(this PlayerControl target, String playerName, int colorId, string hatId, string visorId, string skinId, string petId)
        {
            target.RawSetColor(colorId);
            target.RawSetVisor(visorId);
            target.RawSetHat(hatId, colorId);
            target.RawSetName(hidePlayerName(PlayerControl.LocalPlayer, target) ? "" : playerName);

            SkinData nextSkin = DestroyableSingleton <HatManager> .Instance.GetSkinById(skinId);

            PlayerPhysics playerPhysics      = target.MyPhysics;
            AnimationClip clip               = null;
            var           spriteAnim         = playerPhysics.Skin.animator;
            var           currentPhysicsAnim = playerPhysics.Animator.GetCurrentAnimation();

            if (currentPhysicsAnim == playerPhysics.CurrentAnimationGroup.RunAnim)
            {
                clip = nextSkin.viewData.viewData.RunAnim;
            }
            else if (currentPhysicsAnim == playerPhysics.CurrentAnimationGroup.SpawnAnim)
            {
                clip = nextSkin.viewData.viewData.SpawnAnim;
            }
            else if (currentPhysicsAnim == playerPhysics.CurrentAnimationGroup.EnterVentAnim)
            {
                clip = nextSkin.viewData.viewData.EnterVentAnim;
            }
            else if (currentPhysicsAnim == playerPhysics.CurrentAnimationGroup.ExitVentAnim)
            {
                clip = nextSkin.viewData.viewData.ExitVentAnim;
            }
            else if (currentPhysicsAnim == playerPhysics.CurrentAnimationGroup.IdleAnim)
            {
                clip = nextSkin.viewData.viewData.IdleAnim;
            }
            else
            {
                clip = nextSkin.viewData.viewData.IdleAnim;
            }
            float progress = playerPhysics.Animator.m_animator.GetCurrentAnimatorStateInfo(0).normalizedTime;

            playerPhysics.Skin.skin = nextSkin.viewData.viewData;
            if (playerPhysics.Skin.layer.material == DestroyableSingleton <HatManager> .Instance.PlayerMaterial)
            {
                PlayerControl.SetPlayerMaterialColors(colorId, playerPhysics.Skin.layer);
            }
            spriteAnim.Play(clip, 1f);
            spriteAnim.m_animator.Play("a", 0, progress % 1);
            spriteAnim.m_animator.Update(0f);

            if (target.CurrentPet)
            {
                UnityEngine.Object.Destroy(target.CurrentPet.gameObject);
            }
            target.CurrentPet = UnityEngine.Object.Instantiate <PetBehaviour>(DestroyableSingleton <HatManager> .Instance.GetPetById(petId).viewData.viewData);
            target.CurrentPet.transform.position = target.transform.position;
            target.CurrentPet.Source             = target;
            target.CurrentPet.Visible            = target.Visible;
            PlayerControl.SetPlayerMaterialColors(colorId, target.CurrentPet.rend);
        }
    public bool aiPickup2     = false; //used to initiate an item pickup

    protected virtual void Awake()
    {
        physics  = GetComponent <PlayerPhysics>();
        animator = GetComponent <CustomAnimator>();
        box      = GetComponent <BoxCollider2D>();
        ai       = GetComponent <AiBase>();
        passives = new List <Item>();
    }
 public PlayerFallEvent(PlayerPhysics playerPhysics, Rigidbody playerRigidbody)
 {
     _PhysicsPlayer   = playerPhysics;
     _PlayerRigidbody = playerRigidbody;
     _PlayerTransform = playerRigidbody.transform;
     _MaxFallSpeed    = -9.8f;
     _FallSpeed       = -4.9f;
 }
示例#41
0
 // Use this for initialization
 void Start()
 {
     spriteRenderer = GetComponent <SpriteRenderer> ();
     //anim = GetComponentInChildren<Animator> ();
     shipAnim = GetComponent <Animator>();
     //	bulletPhysics = GetComponent <BulletPhysics> ();
     playerPhysics = GetComponent <PlayerPhysics> ();
 }
示例#42
0
 public PlayerSprintEvent(PlayerPhysics playerPhysics, Rigidbody playerRigidbody)
 {
     _PhysicsPlayer   = playerPhysics;
     _PlayerRigidbody = playerRigidbody;
     _PlayerTransform = playerRigidbody.transform;
     //_MaxSprintSpeed = 6.0f;
     _SprintSpeed = 6.0f;
 }
示例#43
0
 // Use this for initialization
 void Start()
 {
     spriteRenderer = GetComponent<SpriteRenderer> ();
     //anim = GetComponentInChildren<Animator> ();
     shipAnim = GetComponent<Animator>();
     //	bulletPhysics = GetComponent <BulletPhysics> ();
     playerPhysics = GetComponent <PlayerPhysics> ();
 }
 void Start()
 {
     playerPhysics = GetComponent<PlayerPhysics>();
     animator = GetComponent<Animator>();
     manager = Camera.main.GetComponent<GameManager>();
     animator.SetLayerWeight(1,1);
     throwing = false;
     facingRight = true;
 }
    // Use this for initialization
    void Start()
    {
        playerPhysics = GetComponent<PlayerPhysics>();

        //gets starting kill count
        //curKillCount = PlayerPhysics.killCount;

        //Caching the transform
        _t = transform;
    }
	// Use this for initialization
	void Start () {
		playerPhysics = GetComponent<PlayerPhysics>();
		inputHandler = GetComponent<InputHandler>();
		animator = GetComponent<Animator> ();
		transform.eulerAngles = Vector3.up * 90;
		//running = false;
		jumping = false;
		sliding = false;
		autoStarted = false;
		gravity = Vector3.down * gravityPull;
	}
    void Start()
    {
        // The controller is what handles our movement in the game world
        controller = GetComponent<PlayerPhysics>();

        // Level will handle all level based actions, such as player death
        levelManager = FindObjectOfType<LevelManager>();

        // Variable setup
        gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        canMove = false;
        atEdge = false;
        delay = 3;
    }
示例#48
0
 void OnTriggerStay(Collider _collider)
 {
     playerCollider = _collider;
     PlayerPhysics testPlayer = playerCollider.gameObject.GetComponent<PlayerPhysics>();
     if (testPlayer)
     {
         playerPhysics = testPlayer;
         playerPhysics.pushPosition = Vector3.zero;
         CancelInvoke("pushIn");
         Invoke("pushIn", 0.2f);
     }
     else
         Physics.IgnoreCollision(_sphereCollider, _collider);
 }
    //private Animator animator;
    void Start()
    {
        playerPhysics = GetComponent<PlayerPhysics>();
        //animator = GetComponent<Animator>();
        sprite = GetComponentInChildren<Sprite>();
        entity = GetComponentInChildren<Entity>();

        lastVelocity = Vector3.zero;
        lastCheckpoint = transform.position;

        //animator.SetLayerWeight(1,1);

        base.Start();
    }
示例#50
0
    // Use this for initialization
    void Start()
    {
        inventoryHashKey = "PlayerInventory";

        object value = GameState.Instance.GetValue(inventoryHashKey);
        if (value != null)
        {
            inventory = (List<Pickup>)value;
        }
        else
        {
            inventory = new List<Pickup>();
            GameState.Instance.AddObject(inventoryHashKey, inventory);
        }

        resourcesHashKey = "PlayerResources";
        value = GameState.Instance.GetValue(resourcesHashKey);
        if (value != null)
        {
            resources = (Hashtable)value;
        }
        else
        {
            resources = new Hashtable();
            GameState.Instance.AddObject(resourcesHashKey, resources);
        }



        playerPhysics = GetComponent<PlayerPhysics>();

        spriteRenderer = renderer as SpriteRenderer;// GetComponent<SpriteRenderer>();
//        spriteRenderer.animation.playAutomatically = true;

        amountToMove = Vector2.zero;
    }
示例#51
0
 // Use this for initialization
 void Start()
 {
     barLength = Screen.width/4;
     playerPhysics = GetComponent<PlayerPhysics>();
 }
示例#52
0
 void Start()
 {
     amountToMove = new Vector2();
     playerPhysics = GetComponent<PlayerPhysics>();
     cameraFollow = Camera.main.GetComponent<CameraFollow>();
 }
 // Use this for initialization
 void Start()
 {
     CanBePushed=true;
     cantmove=false;
     Disguise = state.Idle;
     playerphysics=GetComponent<PlayerPhysics>();
 }
 void Start()
 {
     playerPhysics = transform.parent.gameObject.GetComponent<PlayerPhysics>();
 }
    private bool jump;                      // check if the player has jumped

	// Use this for initialization
	void Start () {
        playerPhysics = GetComponent<PlayerPhysics>();
	}
示例#56
0
 // Use this for initialization
 void Awake()
 {
     playerPhysics = GetComponent<PlayerPhysics>();
     fire = GetComponent<Fire>();
 }
 // New Commits
 void Start()
 {
     playerPhysics = GetComponent<PlayerPhysics> ();
     animator = GetComponent<Animator>();
 }
 // Use this for initialization
 void Start()
 {
     sprite = GetComponentInChildren<Sprite>();
     controller = GetComponent<PlayerController>();
     physics = GetComponent<PlayerPhysics>();
 }
 void Awake()
 {
     playerphysics = GetComponent<PlayerPhysics> ();
     //endGame = GetComponent<EndGame>();
 }
示例#60
0
 // Use this for initialization
 void Start()
 {
     dead = Resources.Load("dead", typeof(Sprite)) as Sprite;
     physics = GetComponent<PlayerPhysics>();
 }