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); }
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; }
private void Start() { GameObject thePlayer = GameObject.Find("Player"); WallJump playerMove = thePlayer.GetComponent <WallJump>(); GetInVehicle.seatCheck = false; }
private void Awake() { _rigid = GetComponent <Rigidbody2D>(); _spriteAnimator = GetComponent <SpriteAnimator>(); _flippable = GetComponent <Flippable>(); _wallJump = GetComponent <WallJump>(); _spriteRenderer = GetComponent <SpriteRenderer>(); }
public void OnWallJumpEnded() { //Debug.Log("Wall Jump Ended"); m_bWallJumpStarted = false; m_fWallJumpTimer = m_fApplyJumpTimer = 0.0f; m_WallJump = null; }
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>(); }
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>(); }
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; } }
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); }
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>(); }
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>(); }
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"; }
/// <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; }
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; }
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; }
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"); }
private void Start() { playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <WallJump>(); }
private void Start() { m_player = LevelManager.Instance.Player; m_playerAnimator = m_player.GetComponent <Animator>(); m_wallJumpCapacity = m_player.GetComponent <WallJump>(); }