/*[SerializeField] private PlayerView _patrolView;
     * public AIConfig aIConfig;
     * private SimplePatrolAIModel simplePatrolAIModel;
     * private EnemiesConfigurators enemiesConfigurator;
     * private SimplePatrolAI simplePatrolAI;*/


    private void Awake()
    {
        levelCompleteManager = new LevelCompleteManager(_playerView, _loose, _wins, _text);

        playerConfig = Resources.Load <SpriteAnimatorConfig>("AnimPlayerCfg");
        _playerAnimatorController = new SpriteAnimatorController(playerConfig);
        _playerAnimatorController.StartAnimation(_playerView._spriteRenderer, AnimState.Run, true, _animationSpeed);
        mainHeroPhysicsWalker = new MainHeroPhysicsWalker(_playerView, _playerAnimatorController);


        pinkyConfig = Resources.Load <SpriteAnimatorConfig>("AnimPinkyCfg");
        _pinkyAnimatorController = new SpriteAnimatorController(pinkyConfig);
        _pinkyAnimatorController.StartAnimation(_pinkyView._spriteRenderer, AnimState.Idle, true, _animationSpeed);
        pinkyWalker = new PinkyWalker(_pinkyView, _pinkyAnimatorController);

        waterConfig = Resources.Load <SpriteAnimatorConfig>("AnimWaterCfg");
        _waterAnimatorController = new SpriteAnimatorController(waterConfig);
        _waterAnimatorController.StartAnimation(_waterView._spriteRenderer, AnimState.Run, true, _animationSpeed);
        waterAnimation = new WaterAnimation(_waterView, _waterAnimatorController);


        aimingMuzzle = new AimingMuzzle(cannonView._muzzleTransform, cannonView._aimTransform);

        bulletsEmitter = new BulletsEmitter(cannonView._bullets, bulletsEmitterTransform);

        /*simplePatrolAIModel = new SimplePatrolAIModel(aIConfig);
         * simplePatrolAI = new SimplePatrolAI(_patrolView, simplePatrolAIModel);*/
    }
    public void Update()
    {
        _doJump     = Input.GetAxis("Vertical") > 0;
        _xAxisInput = Input.GetAxis("Horizontal");
        var goSideWay = Mathf.Abs(_xAxisInput) > _movingThresh;

        if (IsGrounded())
        {
            _freeze = false;

            if (goSideWay)
            {
                GoSideWay();
            }
            _spriteAnimator.StartAnimation(_view._spriteRenderer, goSideWay ? AnimState.Run : AnimState.Idle, true, _animationsSpeed);

            if (_doJump && _yVelocity == 0)
            {
                _yVelocity = _jumpStartSpeed;
            }
            else if (_yVelocity < 0)
            {
                _yVelocity = 0;
            }
        }
        else
        {
            if (goSideWay)
            {
                GoSideWay();
            }
            if (Mathf.Abs(_yVelocity) > _flyThresh && Mathf.Abs(_yVelocity) < _flyFreezePoint || _freeze)
            {
                _freeze = true;
                _spriteAnimator.StartAnimation(_view._spriteRenderer, AnimState.Fly, true, _animationsJumpSpeed);
            }
            else if (Mathf.Abs(_yVelocity) > _flyFreezePoint && !_freeze)
            {
                _freeze = false;
                _spriteAnimator.StartAnimation(_view._spriteRenderer, AnimState.Jump, true, _animationsSpeed);
            }

            _yVelocity += _g * Time.deltaTime;
            _view._transform.position += Vector3.up * (Time.deltaTime * _yVelocity);
            //_view._rigidbody2D.AddForce(Vector3.up * _jumpForce);
        }
    }
示例#3
0
    public void FixedUpdate()
    {
        _doJump    = Input.GetAxis(_verticalAxisName) > 0;
        _goSideWay = Input.GetAxis(_horizontalAxisName);
        _contactsPoller.Update();

        var walks = Mathf.Abs(_goSideWay) > _movingThresh;

        if (walks)
        {
            _view._spriteRenderer.flipX = _goSideWay < 0;
        }
        var newVelocity = 0f;

        if (walks &&
            (_goSideWay > 0 || !_contactsPoller.HasLeftContacts) &&
            (_goSideWay < 0 || !_contactsPoller.HasRightContacts))
        {
            newVelocity = Time.fixedDeltaTime * _walkSpeed *
                          (_goSideWay < 0 ? -1 : 1);
        }
        _view._rigidbody2D.velocity = _view._rigidbody2D.velocity.Change(
            x: newVelocity);
        if (_contactsPoller.IsGrounded && _doJump &&
            Mathf.Abs(_view._rigidbody2D.velocity.y) <= _jumpThresh)
        {
            _view._rigidbody2D.AddForce(Vector3.up * _jumpForse);
        }

        //animations
        if (_contactsPoller.IsGrounded)
        {
            var track = walks ? AnimState.Run : AnimState.Idle;
            _spriteAnimator.StartAnimation(_view._spriteRenderer, track, true,
                                           _animationsSpeed);
        }
        else if (Mathf.Abs(_view._rigidbody2D.velocity.y) > _flyThresh)
        {
            var track = AnimState.Jump;
            _spriteAnimator.StartAnimation(_view._spriteRenderer, track, true,
                                           _animationsSpeed);
        }
    }
    public CoinsManager(PlayerView characterView, List <PlayerView> coinViews, SpriteAnimatorController spriteAnimator)
    {
        _characterView  = characterView;
        _spriteAnimator = spriteAnimator;
        _coinViews      = coinViews;
        _characterView.OnLevelObjectContact += OnLevelObjectContact;

        foreach (var coinView in coinViews)
        {
            _spriteAnimator.StartAnimation(coinView._spriteRenderer, AnimState.Run, true, _animationsSpeed);
        }
    }
示例#5
0
        private void Awake()
        {
            _cam = Camera.main;

            _prlxCtrl1 = new ParalaxController(_paralaxView1, 0.3f, ref _cam);
            _prlxCtrl2 = new ParalaxController(_paralaxView2, 0.18f, ref _cam);

            _playerConfig   = Resources.Load <SpriteAnimatorConfig>("PlayerAnimCfg");
            _playerAnimator = new SpriteAnimatorController(_playerConfig);
            _playerAnimator.StartAnimation(_playerView._spriteRenderer, "Player", AnimState.Run, true, _animationSpeed);

            _enemyConfig   = Resources.Load <SpriteAnimatorConfig>("EnemyAnimCfg");
            _enemyAnimator = new SpriteAnimatorController(_enemyConfig);
            _enemyAnimator.StartAnimation(_enemyView._spriteRenderer, "Enemy1", AnimState.Forward, true, _animationSpeed);
        }
示例#6
0
 public void Update()
 {
     _spriteAnimator.StartAnimation(_view._spriteRenderer, AnimState.Run, true, _animationsSpeed);
 }