示例#1
0
        /// <summary>
        /// Gets and stores components for further use
        /// </summary>
        protected virtual void Initialization()
        {
            _character              = GetComponent <Character>();
            _controller             = GetComponent <CoreController>();
            _characterBasicMovement = GetComponent <CharacterHorizontalMovement>();
            //_characterGravity = GetComponent<CharacterGravity> ();
            _spriteRenderer = GetComponent <SpriteRenderer>();
            //_health = GetComponent<Health> ();
            _animator = _character._animator;
            //_sceneCamera = _character.SceneCamera;
            _inputManager       = _character.LinkedInputManager;
            _state              = _character.CharacterState;
            _movement           = _character.MovementState;
            _condition          = _character.ConditionState;
            _abilityInitialized = true;
            if (_animator != null)
            {
                InitializeAnimatorParameters();
            }

            if (_character._userProfiler != null)
            {
                _userProfiler = _character._userProfiler;
            }
        }
示例#2
0
 /// <summary>
 /// On Start() we reset our number of jumps
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     Mana       = GetComponent <CharacterMana>();
     _jump      = GetComponent <CharacterJump>();
     _hMovement = GetComponent <CharacterHorizontalMovement>();
     _attack    = GetComponent <CharacterAttack>();
 }
示例#3
0
 protected override void Initialization()
 {
     base.Initialization();
     //_characterWallJump = GetComponent<CharacterWalljump>();
     //_characterCrouch = GetComponent<CharacterCrouch>();
     //_characterButtonActivation = GetComponent<CharacterButtonActivation>();
     _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> ();
     _stamina = GetComponent <CharacterStamina>();
     _hp      = GetComponent <Health>();
 }
示例#4
0
 /// <summary>
 /// On Start() we reset our number of jumps
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     ResetNumberOfJumps();
     //_characterWallJump = GetComponent<CharacterWalljump>();
     //_characterCrouch = GetComponent<CharacterCrouch>();
     //_characterButtonActivation = GetComponent<CharacterButtonActivation>();
     _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> ();
     _characterLadder             = GetComponent <CharacterLadder>();
     _characterShapeshift         = GetComponent <CharacterShapeshift>();
 }
示例#5
0
        /// <summary>
        /// On init we grab all the components we'll need
        /// </summary>
        protected override void Initialization()
        {
            // we get the CorgiController2D component
            _controller = GetComponent <CoreController>();
            _character  = GetComponent <Character>();
            _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>();
            _health = GetComponent <Health>();
            // initialize the start position
            _startPosition = transform.position;
            // initialize the direction
            _direction = _character.IsFacingRight ? Vector2.right : Vector2.left;

            _initialDirection = _direction;
            _initialScale     = transform.localScale;
        }
示例#6
0
文件: Weapon.cs 项目: fkavum/infated
        /// <summary>
        /// Sets the weapon's owner
        /// </summary>
        /// <param name="newOwner">New owner.</param>
        public virtual void SetOwner(Character newOwner)
        {
            Owner = newOwner;
            if (Owner != null)
            {
                CharacterHandleWeapon = Owner.GetComponent <CharacterHandleWeapon>();
                //_characterGravity = Owner.GetComponent<CharacterGravity>();
                _characterHorizontalMovement = Owner.GetComponent <CharacterHorizontalMovement>();
                _controller = Owner.GetComponent <CoreController>();

                if (CharacterHandleWeapon.AutomaticallyBindAnimator)
                {
                    if (CharacterHandleWeapon.CharacterAnimator != null)
                    {
                        Animators.Add(CharacterHandleWeapon.CharacterAnimator);
                    }
                }
            }
        }
示例#7
0
 /// <summary>
 /// On init we grab our CharacterHorizontalMovement ability
 /// </summary>
 protected override void Initialization()
 {
     _characterHorizontalMovement = this.gameObject.GetComponent <CharacterHorizontalMovement>();
 }