private void HeartMovementUpdate(float i_FrameTime, out Vector2 o_Direction, out bool o_PassButton) { Vector2 direction = Vector2.zero; bool passButton = false; // Compute direction { direction = Vector2.up; direction = direction.Rotate(m_RandomAngle); } // Compute pass button { tnSubbuteoController subbuteoController = self.GetComponent <tnSubbuteoController>(); if (subbuteoController != null) { float currentChargeLevel = (float)subbuteoController.chargeLevel; passButton = (currentChargeLevel < m_ChargingTargetLevel); if (!passButton) { SetState(State.Cooldown); } } } o_Direction = direction; o_PassButton = passButton; }
// MonoBehaviour's interface void Awake() { m_SubbuteoController = GetComponentInParent <tnSubbuteoController>(); if (m_Slider != null) { m_Slider.minValue = 0f; m_Slider.maxValue = 1f; } }
private void CooldownUpdate(float i_FrameTime, out Vector2 o_Direction, out bool o_PassButton) { Vector2 direction = Vector2.zero; bool passButton = false; tnSubbuteoController controller = self.GetComponent <tnSubbuteoController>(); if (controller != null) { if (!controller.isInCooldown) { SetState(State.Idle); } } o_Direction = direction; o_PassButton = passButton; }
private void SetPlayerBehavioursEnabled(bool i_Enabled) { for (int index = 0; index < charactersCount; ++index) { GameObject character = GetCharacterByIndex(index); if (character == null) { continue; } tnCharacterController characterController = character.GetComponent <tnCharacterController>(); if (characterController != null) { characterController.runSyncedUpdate = i_Enabled; } tnKick kick = character.GetComponent <tnKick>(); if (kick != null) { kick.runSyncedUpdate = i_Enabled; } tnAttract attract = character.GetComponent <tnAttract>(); if (attract != null) { attract.runSyncedUpdate = i_Enabled; } tnTaunt taunt = character.GetComponent <tnTaunt>(); if (taunt != null) { taunt.runSyncedUpdate = i_Enabled; } tnSubbuteoController subbuteoController = character.GetComponent <tnSubbuteoController>(); if (subbuteoController != null) { subbuteoController.runSyncedUpdate = i_Enabled; } } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); if (EditorApplication.isPlaying) { tnSubbuteoController subbuteoController = target as tnSubbuteoController; if (subbuteoController == null) { return; } TSRigidBody2D rigidbody = subbuteoController.GetComponent <TSRigidBody2D>(); TSVector2 velocity = (rigidbody != null) ? rigidbody.velocity : TSVector2.zero; FP speed = velocity.magnitude; EditorGUILayout.Space(); EditorGUILayout.LabelField("Speed: " + speed.ToString(2), EditorStyles.label); } }
private void ChargingUpdate(float i_FrameTime, out Vector2 o_Direction, out bool o_PassButton) { Vector2 direction = Vector2.zero; bool passButton = false; // Compute direction { Vector2 target; ComputeTarget(out target); Vector2 myPosition = self.transform.position; Vector2 selfToTarget = target - myPosition; Vector2 selfToTargetDirection = selfToTarget.normalized; direction = selfToTargetDirection; } // Compute pass button { tnSubbuteoController subbuteoController = self.GetComponent <tnSubbuteoController>(); if (subbuteoController != null) { float currentChargeLevel = (float)subbuteoController.chargeLevel; passButton = (currentChargeLevel < m_ChargingTargetLevel); if (!passButton) { SetState(State.Cooldown); } } } o_Direction = direction; o_PassButton = passButton; }
// MonoBehaviour's INTERFACE void Awake() { m_SubbuteoController = GetComponentInParent <tnSubbuteoController>(); }