public override void Init() { _body = Object.SearchComponent<RigidBody>(); if (_body == null && ValidatePosition) throw new InvalidOperationException("No RigidBody found"); base.Init(); }
public override void Init() { _body = Object.SearchComponent<RigidBody>(); _collider = Object.SearchComponent<Collider>(); base.Init(); }
protected override void Dispose(bool disposing) { if (disposing) { if (_deadBody != null) { _deadBody.Dispose(); _deadBody = null; } if (_gravity != null) { _gravity.Dispose(); _gravity = null; } } base.Dispose(disposing); }
public AnimationController(GameObject deadObject, TimeSpan delay, float jumpForce) { _deadObject = deadObject; _delay = delay; _jumpForce = jumpForce; _deadBody = new RigidBody { Object = deadObject }; _gravity = new Gravity { Object = _deadObject, RigidBody = _deadBody }; }
public override void Init() { RigidBody = RigidBody ?? Object.SearchComponent<RigidBody>(); base.Init(); }
public override void Init() { _rigidBody = Object.SearchComponent<RigidBody>(); _targetBody = _target.SearchComponent<RigidBody>(); base.Init(); }
void SlideDown(Collider collider) { if (_state != State.Unused) return; collider.Object.Translate(new Vector3(GlobalTransform.TranslationVector.X - collider.Object.GlobalTransform.TranslationVector.X - 0.4f, 0, 0)); _sliding = collider.Object; _slidingBody = collider.Object.SearchComponent<RigidBody>(); TrackFlag(); _sliding.Enabled = false; _flag.Transform = _flag.Transform * Matrix.RotationY((float)Math.PI); _delayCount = TimeSpan.Zero; _state = State.InitialDelay; }
void LoadBehaviors() { _rigidBody = new RigidBody { Friction = new Vector3(3f, 0, 0) }; Add(_rigidBody); Add(new MainPlayerDeath()); Add(new Gravity()); Add(new Controller()); Add(new LookForward()); Add(new WalkToCastleAfterPoll()); _blink = new Blink(); Add(_blink); }