void Awake() { rb2d = GetComponent <Rigidbody2D>(); health = GetComponent <Health>(); health.OnCharacterDeath += die; detector = GetComponent <ProximitySwitch>(); detector.onSwitchOn += activateAI; detector.onSwitchOff += deactivateAI; player = GameObject.Find("Player"); Player p = player.GetComponent <Player>(); p.onPlayerDeath += playerDeath; p.onPlayerRespawnChanged += playerRespawnChanged; visibility_mask = LayerMask.GetMask("Grappleable", "DynamicPlatform"); walkable_mask = LayerMask.GetMask("Grappleable"); shield = transform.GetChild(1).GetComponent <Shield>(); children = transform.GetChild(0); active_children = new List <Transform>(); rotations = new List <float>(); soundEffect = GetComponent <AudioSource>(); }
protected override void awake() { base.awake(); visibility_mask = LayerMask.GetMask("Grappleable", "DynamicPlatform"); walkable_mask = LayerMask.GetMask("Grappleable"); player = GameObject.Find("Player"); Player p = player.GetComponent <Player>(); p.onPlayerDeath += playerDeath; p.onPlayerRespawnChanged += playerRespawnChanged; health = GetComponent <Health>(); health.OnCharacterDeath += die; detector = GetComponent <ProximitySwitch>(); detector.onSwitchOn += activateAI; detector.onSwitchOff += deactivateAI; HitParticles = transform.Find("SparkParticles").GetComponent <ParticleSystem>(); OverrideAutoFacing = true; aim = Vector2.right * Facing; transitionToState(doIdleState(current_state)); soundEffect = GetComponent <AudioSource>(); }
void OnTriggerExit2D(Collider2D col) { ProximitySwitch ps = col.gameObject.GetComponent <ProximitySwitch>(); if (ps != null) { ps.setSwitchState(false, false); } }
void OnTriggerStay2D(Collider2D col) { ProximitySwitch ps = col.gameObject.GetComponent <ProximitySwitch>(); if (ps != null) { ps.setSwitchState(true, GeometryUtility.TestPlanesAABB(GeometryUtility.CalculateFrustumPlanes(Camera.main), col.bounds)); } }