Inheritance: MonoBehaviour
    public override void SetUpInput()
    {
        DashComponent     = GetComponent <DashComponent>();
        AttackComponent   = GetComponent <EHAttackComponent>();
        MovementComponent = GetComponent <EHCharacterMovementComponent>();
        CharacterWallJump = GetComponent <WallJump>();
        ParryComponent    = GetComponent <EHParry>();

        BindActionToInput(JUMP_COMMAND, ButtonInputType.Button_Pressed, Jump);
        BindActionToInput(JUMP_COMMAND, ButtonInputType.Button_Buffer, JumpBufferEnded);
        BindActionToInput(JUMP_COMMAND, ButtonInputType.Button_Released, MovementComponent.EndJump);
        BindActionToInput(DASH_COMMAND, ButtonInputType.Button_Pressed, DashComponent.InputDash);
        BindActionToInput(DASH_COMMAND, ButtonInputType.Button_Buffer, DashComponent.CancelDash);
        BindActionToInput(SHOOT_COMMAND, ButtonInputType.Button_Pressed, Shoot);
        BindActionToInput(SHOOT_COMMAND, ButtonInputType.Button_Buffer, ShootBufferEnd);
        BindActionToInput(ATTACK_COMMAND, ButtonInputType.Button_Pressed, Attack);
        BindActionToInput(ATTACK_COMMAND, ButtonInputType.Button_Buffer, AttackBufferEnded);
        BindActionToInput(JUMP_COMMAND, ButtonInputType.Button_Pressed, CharacterWallJump.InputWallJump);
        BindActionToInput(JUMP_COMMAND, ButtonInputType.Button_Buffer, CharacterWallJump.InputCancelWallJump);
        BindActionToInput(PARRY_COMMAND, ButtonInputType.Button_Pressed, ParryComponent.ParryInputDown);
        BindActionToInput(PARRY_COMMAND, ButtonInputType.Button_Buffer, ParryComponent.ParryInputReleased);

        BindActionToAxis(HORIZONTAL_AXIS, MovementComponent.SetHorizontalInput);
        BindActionToAxis(VERTICAL_AXIS, MovementComponent.SetVerticalInput);
    }
示例#2
0
        public override void Execute()
        {
            if (Settings.UseWallJumps && Game.MapId == GameMapId.SummonersRift)
            {
                var spot = WallJump.GetJumpSpot();
                if (spot != null && Q.IsReady())
                {
                    Orbwalker.DisableAttacking = true;
                    Orbwalker.DisableMovement  = true;

                    WallJump.JumpWall();
                    return;
                }
            }

            if (Settings.UseAutoAttacks)
            {
                Orbwalker.DisableAttacking = false;
                Orbwalker.DisableMovement  = false;

                var target =
                    ObjectManager.Get <Obj_AI_Base>()
                    .FirstOrDefault(
                        x =>
                        x.IsValidTarget(Player.GetAutoAttackRange()) &&
                        !x.IsMe &&
                        !x.IsAlly);

                Orbwalker.ForcedTarget = target;
            }
        }
 protected override void Awake()
 {
     base.Awake();
     CharacterWallJump = GetComponent <WallJump>();
     playerController  = (EHPlayerController)CharacterController;
     AttackComponent.OnAttackCharacterDel += OnKilledCharacter;
 }
示例#4
0
    private void Start()
    {
        GameObject thePlayer  = GameObject.Find("Player");
        WallJump   playerMove = thePlayer.GetComponent <WallJump>();

        GetInVehicle.seatCheck = false;
    }
示例#5
0
 private void Awake()
 {
     _rigid          = GetComponent <Rigidbody2D>();
     _spriteAnimator = GetComponent <SpriteAnimator>();
     _flippable      = GetComponent <Flippable>();
     _wallJump       = GetComponent <WallJump>();
     _spriteRenderer = GetComponent <SpriteRenderer>();
 }
示例#6
0
    public void OnWallJumpEnded()
    {
        //Debug.Log("Wall Jump Ended");

        m_bWallJumpStarted = false;
        m_fWallJumpTimer = m_fApplyJumpTimer = 0.0f;
        m_WallJump = null;
    }
示例#7
0
 void Start()
 {
     rb        = GetComponent <Rigidbody2D>();
     myAnim    = GetComponent <Animator>();
     wj        = GetComponent <WallJump>();
     moveSpeed = DatosPlayer.VelocidadJugador;
     JumpForce = DatosPlayer.FuerzaSalto;
 }
    void Start()
    {
        rb        = GetComponent <Rigidbody>();
        seatCheck = false;
        player    = GameObject.Find("Player");
        seat      = GameObject.Find("Seat");
        camera    = GameObject.Find("Main Camera");

        playerController = GameObject.FindObjectOfType <WallJump>();
    }
示例#9
0
    void Start()
    {
        //Referencia al componente rigidbody del jugador
        rb = GetComponent <Rigidbody2D>();

        //referencia al animador del jugador
        myAnim = GetComponent <Animator>();

        //Para que salte sobre la pared
        wallJump = GetComponent <WallJump>();
    }
示例#10
0
        internal static void Init(EventArgs Args)
        {
            if (Orbwalker.ActiveMode != Orbwalking.OrbwalkingMode.WallJump)
            {
                Orbwalker.SetMovement(true);
            }

            DashReset.Init();
            Skin.Init();

            if (Me.IsDead || Me.IsRecalling())
            {
                return;
            }

            Ward.Init();
            KillSteal.Init();
            Auto.Init();

            switch (Orbwalker.ActiveMode)
            {
            case Orbwalking.OrbwalkingMode.Combo:
                Combo.Init();
                break;

            case Orbwalking.OrbwalkingMode.Mixed:
                Harass.Init();
                break;

            case Orbwalking.OrbwalkingMode.LaneClear:
                LaneClear.Init();
                JungleClear.Init();
                break;

            case Orbwalking.OrbwalkingMode.LastHit:
                LastHit.Init();
                break;

            case Orbwalking.OrbwalkingMode.Flee:
                Flee.Init();
                break;

            case Orbwalking.OrbwalkingMode.WallJump:
                WallJump.Init();
                break;

            case Orbwalking.OrbwalkingMode.None:
                if (Menu.Item("EQFlash", true).GetValue <KeyBind>().Active)
                {
                    EQFlash.Init();
                }
                break;
            }
        }
示例#11
0
文件: Riven.cs 项目: mirinsharp/SAC
        public void Flee()
        {
            if (Spells[Q].IsReady() && Animation.QStacks != 2)
            {
                Spells[Q].Cast(Game.CursorPos);
            }

            if (ConfigMenu.Item("MFLEEWJ").GetValue <bool>())
            {
                if (Spells[Q].IsReady())
                {
                    var curSpot = WallJump.GetSpot(ObjectManager.Player.ServerPosition);
                    if (curSpot.Start != Vector3.Zero && Animation.QStacks == 2)
                    {
                        if (Spells[E].IsReady())
                        {
                            Spells[E].Cast(curSpot.End);
                        }
                        else
                        if (Items.GetWardSlot() != null)
                        {
                            Items.UseItem((int)Items.GetWardSlot().Id, curSpot.End);
                        }
                        Spells[Q].Cast(curSpot.End);
                        return;
                    }
                    var spot = WallJump.GetNearest(Game.CursorPos);
                    if (spot.Start != Vector3.Zero)
                    {
                        ObjectManager.Player.IssueOrder(GameObjectOrder.MoveTo, spot.Start);
                        return;
                    }
                    else
                    {
                        Spells[E].Cast(Game.CursorPos);
                    }
                }
            }
            else
            {
                if (Spells[Q].IsReady() && Animation.QStacks == 2)
                {
                    Spells[Q].Cast(Game.CursorPos);
                }

                if (Spells[E].IsReady())
                {
                    Spells[E].Cast(Game.CursorPos);
                }
            }

            ObjectManager.Player.IssueOrder(GameObjectOrder.MoveTo, Game.CursorPos);
        }
示例#12
0
 public void Start()
 {
     aSWalk           = GetComponent <AudioSource>();
     initJumpThrust   = jumpThrust;
     privateSpeed     = speed;
     animController   = GetComponent <AnimationController>();
     rb2D             = GetComponent <Rigidbody2D>();
     playerController = GetComponent <PlayerController>();
     playerFeet       = GetComponentInChildren <PlayerFeet>();
     waterController  = GetComponent <WaterController>();
     wj = GetComponentInChildren <WallJump>();
 }
示例#13
0
 void Start()
 {
     // Get the components
     animator         = GetComponentInChildren <Animator>();
     playerController = GetComponent <PlayerController>();
     wallSlide        = GetComponent <WallSlide>();
     wallClimb        = GetComponent <WallClimb>();
     wallJump         = GetComponent <WallJump>();
     ledgeGrab        = GetComponent <LedgeGrab>();
     dash             = GetComponent <Dash>();
     betterJumping    = GetComponent <BetterJumping>();
     knockBack        = GetComponent <Knockback>();
 }
示例#14
0
    private void Start()
    {
        layerMask = ~layerMask;

        pController = GetComponent <PlayerController>();
        pMove       = GetComponent <PlayerMovement>();
        wallJump    = GetComponent <WallJump>();
        pManager    = PlayerManager.instance;
        rb          = GetComponent <Rigidbody>();
        anim        = GetComponent <Animator>();

        shimyHelper      = new GameObject().transform;
        shimyHelper.name = "ShimyHelper";
    }
示例#15
0
    /// <summary>
    /// Wall Jump
    /// </summary>
    /// <param name="_wallJump"></param>
    public void OnWallJumpStart(WallJump _wallJump)
    {
        //Debug.Log("Wall Jump Started");

        // the player has pressed the button to wall jump at the correct time,
        // sleep the player for WallJumpDelay seconds, then apply force
        m_WallJump = _wallJump;

        m_bWallJumpStarted = true;

        m_fApplyJumpTimer = WallJumpForceDuration;
        m_fWallJumpTimer = WallJumpDelay;

        rigidbody.Sleep();
        rigidbody.velocity = Vector3.zero;
    }
示例#16
0
    void Start()
    {
        // Get the collisions component
        coll = GetComponent <Collisions>();
        // Get the rigidbody the script is attached to
        rb = GetComponent <Rigidbody2D>();
        // Get the dash component
        dash = GetComponent <Dash>();
        // Get the wall climb component
        wallClimb = GetComponent <WallClimb>();
        // Get the wall jump component
        wallJump = GetComponent <WallJump>();
        // Get the coyote time component
        coyoteTime = GetComponent <CoyoteTime>();

        // Set the gravity scale
        rb.gravityScale = gravityMultiplier;
    }
    private void OnEnable()
    {
        PlayerMove     move     = GetComponentInParent <PlayerMove>();
        JumpController jump     = GetComponentInParent <JumpController>();
        WallJump       walljump = GetComponentInParent <WallJump>();

        _cam._camSize = _camSize;

        jump._canJump   = _canJump;
        jump._jumpForce = _jumpForce;
        jump._nGravity  = _nGravity;
        jump._hGravity  = _hGravity;

        move._moveSpeed = _speed;

        walljump._canDoJump = _wallJump;

        _collider.size       = new Vector2(_sizeX, _sizeY);
        _collider.edgeRadius = _radious;
    }
示例#18
0
 public void OnReset()
 {
     if (hingeJoint != null)
         Destroy(hingeJoint);
     m_vOrigPos = Game.Instance.CurrLevel.GetPlayerPlacement();
     m_fAddForceTimer = m_fApplyJumpTimer = 0.0f;
     m_fResetableTimer = 1.0f;
     rigidbody.constraints = RigidbodyConstraints.FreezeAll;
     rigidbody.isKinematic = true;
     //rigidbody.Sleep();
     //rigidbody.velocity = Vector3.zero;
     m_bHitSpikes = m_bHitWater = m_bDied = m_bBoostValid = m_bWallJumpStarted = false;
     m_DiedTxt.enabled = false;
     rigidbody.transform.rotation = m_vOrigRot;
     rigidbody.transform.position = m_vOrigPos;
     if (m_WallJump != null)
         m_WallJump.OnReset();
     m_HitTramp = null;
     m_WallJump = null;
 }
    void Start()
    {
        pManager = PlayerManager.instance;

        input = ReInput.players.GetPlayer(0);

        pMove        = GetComponent <PlayerMovement>();
        wallJump     = GetComponent <WallJump>();
        freeClimb    = GetComponent <FreeClimb>();
        ledgeClimb   = GetComponent <LedgeClimb>();
        climbLadder  = GetComponent <ClimbLadder>();
        pAttack      = GetComponent <PlayerAttack>();
        pBlocking    = GetComponent <PlayerBlocking>();
        pMenu        = GetComponent <PlayerMenu>();
        pInv         = GetComponent <PlayerInventory>();
        pInteraction = GetComponent <PlayerInteraction>();
        pCamera      = Camera.main.GetComponent <ThirdPersonCamera>();
        anim         = GetComponent <Animator>();
        rb           = GetComponent <Rigidbody>();

        timeSinceGrounded = Time.time;
    }
示例#20
0
 public void OnReset()
 {
     if (hingeJoint != null)
         Destroy(hingeJoint);
     m_vOrigPos = Game.Instance.CurrLevel.GetPlayerPlacement();
     m_fAddForceTimer = m_fApplyJumpTimer = 0.0f;
     m_fResetableTimer = 1.0f;
     rigidbody.constraints = RigidbodyConstraints.FreezeAll;
     rigidbody.isKinematic = true;
     //rigidbody.Sleep();
     //rigidbody.velocity = Vector3.zero;
     m_bHitSpikes = m_bHitWater = m_bDied = m_bBoostValid = m_bWallJumpStarted = false;
     m_DiedTxt.enabled = false;
     rigidbody.transform.rotation = m_vOrigRot;
     rigidbody.transform.position = m_vOrigPos;
     if (m_WallJump != null)
         m_WallJump.OnReset();
     m_HitTramp = null;
     m_WallJump = null;
 }
示例#21
0
    /// <summary>
    /// Wall Jump
    /// </summary>
    /// <param name="_wallJump"></param>
    public void OnWallJumpStart(WallJump _wallJump)
    {
        //Debug.Log("Wall Jump Started");

        // the player has pressed the button to wall jump at the correct time,
        // sleep the player for WallJumpDelay seconds, then apply force
        m_WallJump = _wallJump;

        m_bWallJumpStarted = true;

        m_fApplyJumpTimer = WallJumpForceDuration;
        m_fWallJumpTimer = WallJumpDelay;

        rigidbody.Sleep();
        rigidbody.velocity = Vector3.zero;
    }
示例#22
0
        public static void Init()
        {
            Main = MainMenu.AddMenu("Moony Riven 2.0", "TRMoony Riven 2.0");
            Main.AddGroupLabel("By DanThePman");
            Combo = Main.AddSubMenu("Combo");
            Combo.AddGroupLabel("General");
            Combo.Add("Q", new CheckBox("Kullan Q"));
            Combo.Add("QGap", new CheckBox("Kullan Q Atilanlara"));
            Combo.Add("W", new CheckBox("Kullan W"));
            Combo.Add("InstaW", new CheckBox("Kullan W Menzildekilere Aninda"));
            Combo.Add("E", new CheckBox("Kullan E"));
            Combo.Add("EGap", new CheckBox("Kullan E Atilanlara"));
            Combo.Add("R1", new KeyBind("Kullan R1", false, KeyBind.BindTypes.PressToggle));
            Combo.Add("R2", new CheckBox("Kullan R2"));
            Combo.Add("H", new CheckBox("Kullan Hydra/Tiamat"));
            Combo.AddSeparator();
            Combo.Add("minR2Hits", new Slider("Sadere oldurmede R2 aktif X su kadar dusmana", 1, 1, 5));
            Combo.Add("onlyR2ToKs", new CheckBox("Sadece oldururken kullan R2 (Yavas kombo)", false));
            Combo.AddSeparator();
            Combo.Add("burstKey", new KeyBind("Shy Burst Key", false, KeyBind.BindTypes.PressToggle));
            Combo.AddLabel("Press combo while the burst key is activated");
            Combo.AddSeparator(50);

            /*AA, Q, W, E, R1, R2, Hydra*/
            Combo.AddGroupLabel("Advanced Priorities | Drawable");
            Combo.AddLabel("0 = Wont Be Used");
            Combo.AddSeparator(10);
            Combo.Add("Advanced_E_Q", new Slider("E -> Q", 0));
            Combo.Add("Advanced_E_W", new Slider("E -> W", 5));
            Combo.Add("Advanced_E_H", new Slider("E -> Hydra", 50));

            Combo.Add("Advanced_H_Q", new Slider("Hydra -> Q", 49));
            Combo.Add("Advanced_H_W", new Slider("Hydra -> W", 96));
            Combo.Add("Advanced_Q_W", new Slider("Q -> W", 0));
            Combo.Add("Advanced_W_Q", new Slider("W -> Q", 0));
            Combo.Add("Advanced_W_H", new Slider("W -> Hydra", 2));
            Combo.Add("Advanced_W_R2", new Slider("W -> R2", 100)); //burst combo end old
            Combo.Add("Advanced_E_R1", new Slider("E -> R1", 97));  //r1 init
            Combo.Add("Advanced_R1_W", new Slider("R1 -> W", 100)); //r1
            Combo.Add("Advanced_R1_Q", new Slider("R1 -> Q", 0));
            Combo.Add("Advanced_R1_H", new Slider("R1 -> Hydra", 0));
            Combo.Add("Advanced_H_R1", new Slider("Hydra -> R1", 100));                       //r1 init
            Combo.Add("Advanced_R2_W", new Slider("R2 -> W", 96));                            //r2
            Combo.Add("Advanced_R2_Q", new Slider("R2 -> Q", 95));                            //r2
            Combo.Add("Advanced_H_R2", new Slider("Hydra -> R2", 99));                        //r2
            Combo.Add("Advanced_F_H", new Slider("Flash -> Hydra (Shy Burst)", 200, 0, 200)); //r1 -> flash
            Combo.Add("Advanced_F_W", new Slider("Flash -> W (Burst)", 199, 0, 200));         //r1 -> flash

            Combo.AddGroupLabel("DPS Mode");
            Combo.Add("Advanced_AA_E", new Slider("AA -> E", 101, 0, 110));
            Combo.Add("Advanced_AA_Q", new Slider("AA -> Q", 103, 0, 110));
            Combo.Add("Advanced_Q_AA", new Slider("Q -> AA", 103, 0, 110));
            Combo.Add("Advanced_AA_W", new Slider("AA -> W", 104, 0, 110));
            Combo.Add("Advanced_AA_H", new Slider("AA -> Hydra", 105, 0, 110)); //aa -> hydra -> w
            Combo.Add("Advanced_AA_R1", new Slider("AA -> R1", 106, 0, 110));
            Combo.Add("Advanced_AA_R2", new Slider("AA -> R2", 107, 0, 110));   //burst combo end new
            Combo.Add("Advanced_W_AA", new Slider("W -> AA", 110, 0, 110));     //burst combo end new

            Clear = Main.AddSubMenu("Clears");
            Clear.AddGroupLabel("Lane Clear");
            Clear.Add("QL", new CheckBox("Kullan Q"));
            Clear.Add("WL", new CheckBox("Kullan W"));
            Clear.Add("EL", new CheckBox("Kullan E"));
            Clear.Add("HL", new CheckBox("Kullan Hydra/Tiamat"));
            Clear.AddSeparator();
            Clear.AddGroupLabel("Jungle Clear");
            Clear.Add("QJ", new CheckBox("Kullan Q"));
            Clear.Add("WJ", new CheckBox("Kullan W"));
            Clear.Add("EJ", new CheckBox("Kullan E"));
            Clear.Add("HJ", new CheckBox("Kullan Hydra/Tiamat"));

            Draw = Main.AddSubMenu("Drawings");
            Draw.Add("drawR1Status", new CheckBox("Goster R1 Aktifken"));
            Draw.Add("drawRExpiry", new CheckBox("Goster R2 KalanSure"));
            Draw.Add("drawBurstStatus", new CheckBox("Goster Seri Hamle"));
            Draw.Add("drawBurstRange", new CheckBox("Goster Patlama Menzili"));
            Draw.Add("drawSpots", new CheckBox("Goster Atlanabilicek yerler"));
            Draw.AddSeparator();
            Draw.AddGroupLabel("Combo Priorities");
            Draw.Add("drawDependencies", new CheckBox("Kombo baglilik diagramini ciz"));
            Draw.AddLabel("Draws the Combinations with the highest priority");
            Draw.AddSeparator();
            Draw.Add("onlyMaxPrioDependency", new CheckBox("Sadece enyuksek oncelikli komboyu goster", false));
            Draw.Add("dependencyRoot", new ComboBox("Baslangic Sklleri", 2, "Q", "W", "E", "R1", "R2", "H", "F"));

            Misc = Main.AddSubMenu("Misc");
            Misc.Add("qDelay", new Slider("Q1 ve Q2 Gecikmesi", 29));
            Misc.Add("q3Delay", new Slider("Q3 Gecikmesi", 42));
            Misc.Add("continueQ", new CheckBox("Sure dolunca devam Q"));
            Misc.Add("interrupt", new CheckBox("Interrupter"));
            Misc.Add("antiGap", new CheckBox("Atilma onleyicisi"));

            WallJump = Main.AddSubMenu("Wall Jump");
            WallJump.AddGroupLabel("How To Trigger a Wall Jump:");
            WallJump.AddLabel("1. Secenek: Kacma modunu etkinlestir ve kacicagin yere sol tikla");
            WallJump.AddLabel("2. Secenek: Bir noktaya cift tiklayin hangi modda olursaniz olun calisir");
            WallJump.AddSeparator();
            WallJump.AddGroupLabel("How To Abort a Wall Jump:");
            WallJump.AddLabel("1. Secenek Kacis modunu kapat");
            WallJump.AddLabel("2. Secenek Baska bir yere gitmek icin sag tikla");
        }
 // Start is called before the first frame update
 void Start()
 {
     player    = GameObject.FindObjectOfType <WallJump>();
     character = GameObject.Find("Player");
 }
示例#24
0
 private void Start()
 {
     playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <WallJump>();
 }
示例#25
0
 private void Start()
 {
     m_player           = LevelManager.Instance.Player;
     m_playerAnimator   = m_player.GetComponent <Animator>();
     m_wallJumpCapacity = m_player.GetComponent <WallJump>();
 }
示例#26
0
    public void OnWallJumpEnded()
    {
        //Debug.Log("Wall Jump Ended");

        m_bWallJumpStarted = false;
        m_fWallJumpTimer = m_fApplyJumpTimer = 0.0f;
        m_WallJump = null;
    }