示例#1
0
 public void Hit(RopeTarget r)
 {
     print("hit!");
     rope.connectee = r;
     r.Attach(rope);
     return;
 }
示例#2
0
 public void EnterAct()
 {
     partner             = rope.GetPartner(myTarget);
     joint.distance      = Vector2.Distance(myTarget.transform.position, partner.transform.position);
     joint.enabled       = true;
     joint.connectedBody = partner.GetComponent <Rigidbody2D>();
 }
示例#3
0
 public override void SetOwner(GameObject g)
 {
     print("setting ownr");
     base.SetOwner(g);
     ownerTarget = owner.GetComponent <RopeTarget>();
     print(ownerTarget.name);
     ownerTarget.Attach(this);
 }
示例#4
0
    public override void EnterAction()
    {
        base.EnterAction();
        anim.Play("fall");
        partner = rope.GetPartner(GetComponent <RopeTarget>());

        EncumberPartner();
    }
示例#5
0
 public RopeTarget GetPartner(RopeTarget r)
 {
     if (stateMachine.currentState.Is(typeof(RopeConnectedState)))
     {
         if (ownerTarget == r)
         {
             return(connectee);
         }
         if (connectee == r)
         {
             return(ownerTarget);
         }
         return(null);
     }
     return(null);
 }
示例#6
0
    public override void EnterAction()
    {
        lr.useWorldSpace = true;

        base.EnterAction();
        RopeTarget[] Rt   = FindObjectsOfType <RopeTarget>();
        RopeTarget   targ = ValidTarget(Rt);

        if (targ != null)
        {
            Hit(targ);
        }
        else
        {
            Miss();
        }
    }
示例#7
0
    public void Disconnect(RopeTarget r)   // disconnect the rope, the disconnect is initiated by the target being passed in
    {
        if (stateMachine.currentState.Is(typeof(RopeConnectedState)))
        {
            onDisconnect.Invoke();


            if (r == ownerTarget)
            {
                if (connectee.GetComponent <IUseItem>() != null)
                {
                    Exchange(connectee.gameObject);
                }
            }


            stateMachine.TransitionTo(pocket);
        }
    }
 public CheckWallAction(State s) : base(s)
 {
     rigid = ownerState.GetComponent <Rigidbody2D>();
     targ  = ownerState.GetComponent <RopeTarget>();
 }
示例#9
0
 public SwingAction(State s) : base(s)
 {
     rope     = GameObject.FindObjectOfType <Rope>();
     joint    = ownerState.GetComponent <DistanceJoint2D>();
     myTarget = ownerState.GetComponent <RopeTarget>();
 }