protected override void Start() { base.Start(); anim = GetComponent <Animator>(); movement = GetComponent <CharacterHorizontalMovement>(); box = GetComponent <BoxCollider2D>(); }
/// protected override void Initialization() { if (LevelManager.Instance.Players.Count == 0) { Debug.LogError("No player found!"); return; } if (_controller == null) { _controller = this.gameObject.GetComponent <CorgiController>(); thisCharacter = this.gameObject.GetComponent <Character>(); } else { _controller = this.gameObject.GetComponentInParent <CorgiController>(); thisCharacter = this.gameObject.GetComponentInParent <Character>(); } _characterHorizontalMovement = thisCharacter?.FindAbility <CharacterHorizontalMovement>(); _characterRun = thisCharacter?.FindAbility <CharacterRun>(); _characterJump = thisCharacter?.FindAbility <CharacterJump>(); _jetpack = thisCharacter?.FindAbility <CharacterJetpack>(); thisCharacter.MovementState.ChangeState(CharacterStates.MovementStates.Idle); }
/// <summary> /// Sets the weapon's owner /// </summary> /// <param name="newOwner">New owner.</param> public virtual void SetOwner(Character newOwner, CharacterHandleWeapon handleWeapon) { Owner = newOwner; if (Owner != null) { CharacterHandleWeapon = handleWeapon; _characterGravity = Owner.GetComponent <CharacterGravity>(); _characterHorizontalMovement = Owner.GetComponent <CharacterHorizontalMovement>(); _controller = Owner.GetComponent <CorgiController>(); if (CharacterHandleWeapon.AutomaticallyBindAnimator) { if (CharacterHandleWeapon.CharacterAnimator != null) { _ownerAnimator = CharacterHandleWeapon.CharacterAnimator; } if (_ownerAnimator == null) { _ownerAnimator = CharacterHandleWeapon.gameObject.MMGetComponentNoAlloc <Character>().CharacterAnimator; } if (_ownerAnimator == null) { _ownerAnimator = CharacterHandleWeapon.gameObject.MMGetComponentNoAlloc <Animator>(); } } } }
protected override void Start() { base.Start(); health = GetComponent <BaddieHealth>(); anim = GetComponent <Animator>(); movement = GetComponent <CharacterHorizontalMovement>(); }
/// <summary> /// On init we grab our AI components /// </summary> public override void Initialization() { base.Initialization(); downRay = new RaycastHit2D(); _controller = GetComponent <CorgiController>(); _character = LevelManager.Instance.PlayerPrefabs[0]; _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); }
/// <summary> /// On init we grab our AI components /// </summary> protected override void Initialization() { _controller = GetComponent <CorgiController>(); _character = GetComponent <Character>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _characterJump = GetComponent <CharacterJump>(); _direction = _character.IsFacingRight ? Vector2.right : Vector2.left; }
protected override void Start() { base.Start(); _character = GetComponent <Character>(); _characterHMovement = GetComponent <CharacterHorizontalMovement>(); originalMovementSpeed = _characterHMovement.WalkSpeed; _animatorCharacter = GetComponent <Animator>(); _spriteRender = GetComponent <SpriteRenderer>(); }
/// <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>(); }
/// <summary> /// Triggered when something exits the water /// </summary> /// <param name="collider">Something colliding with the water.</param> protected virtual void OnTriggerExit2D(Collider2D collider) { // we check that the object colliding with the water is actually a characterJump CharacterHorizontalMovement characterHorizontalMovement = collider.GetComponent <Character>()?.FindAbility <CharacterHorizontalMovement>(); if (characterHorizontalMovement == null) { return; } characterHorizontalMovement.MovementSpeed = _previousMovementSpeed; }
/// <summary> /// Triggered when something collides with the override zone /// </summary> /// <param name="collider">Something colliding with the override zone.</param> protected virtual void OnTriggerEnter2D(Collider2D collider) { // we check that the object colliding with the override zone is actually a characterJump CharacterHorizontalMovement characterHorizontalMovement = collider.GetComponent <CharacterHorizontalMovement>(); if (characterHorizontalMovement == null) { return; } _previousMovementSpeed = characterHorizontalMovement.MovementSpeed; characterHorizontalMovement.MovementSpeed = MovementSpeed; }
/// protected override void Initialization() { AgentFollowsPlayer = false; _target = LevelManager.Instance.Players[0].transform; _controller = GetComponent <CorgiController>(); _targetCharacter = GetComponent <Character>(); _characterBasicMovement = GetComponent <CharacterHorizontalMovement>(); _targetCharacter.MovementState.ChangeState(CharacterStates.MovementStates.Idle); _characterRun = GetComponent <CharacterRun>(); _characterJump = GetComponent <CharacterJump>(); _jetpack = GetComponent <CharacterJetpack>(); followSpeedStorage = followSpeed; }
protected virtual void Initialization() { // we get the CorgiController2D component _controller = GetComponent <CorgiController>(); _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; }
/// <summary> /// Gets and stores components for further use /// </summary> protected virtual void Initialization() { _character = GetComponent <Character>(); _controller = GetComponent <CorgiController>(); _characterBasicMovement = GetComponent <CharacterHorizontalMovement>(); _characterGravity = GetComponent <CharacterGravity> (); _spriteRenderer = GetComponent <SpriteRenderer>(); _health = GetComponent <Health> (); BindAnimator(); _sceneCamera = _character.SceneCamera; _inputManager = _character.LinkedInputManager; _state = _character.CharacterState; _movement = _character.MovementState; _condition = _character.ConditionState; _abilityInitialized = true; }
/// <summary> /// Gets and stores components for further use /// </summary> protected virtual void Initialization() { _character = GetComponent <Character>(); _controller = GetComponent <CorgiController>(); _characterBasicMovement = GetComponent <CharacterHorizontalMovement>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _animator = _character._animator; _sceneCamera = _character.SceneCamera; _inputManager = _character.LinkedInputManager; _state = _character.CharacterState; _movement = _character.MovementState; _condition = _character.ConditionState; if (_animator != null) { InitializeAnimatorParameters(); } }
/// <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 <CorgiController>(); if (CharacterHandleWeapon.AutomaticallyBindAnimator) { if (CharacterHandleWeapon.CharacterAnimator != null) { _ownerAnimator = CharacterHandleWeapon.CharacterAnimator; } } } }
/// <summary> /// Initialization /// </summary> protected virtual void Start() { if (LevelManager.Instance.Players.Count == 0) { return; } // we get the player _target = LevelManager.Instance.Players[0].transform; // we get its components _controller = GetComponent <CorgiController>(); _targetCharacter = GetComponent <Character>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _characterRun = GetComponent <CharacterRun>(); _characterJump = GetComponent <CharacterJump>(); _jetpack = GetComponent <CharacterJetpack>(); // we make the agent start following the player AgentFollowsPlayer = true; _targetCharacter.MovementState.ChangeState(CharacterStates.MovementStates.Idle); }
/// <summary> /// Grabs various components and inits stuff /// </summary> public virtual void Setup() { // filler if the WeaponAttachment has not been set if (WeaponAttachment == null) { WeaponAttachment = transform; } if (_animator != null) { _weaponIK = _animator.GetComponent <WeaponIK> (); } // we set the initial weapon if (InitialMeleeWeapon != null && (superPlasmaBladeObtained == false)) { ChangeWeapon(InitialMeleeWeapon, null); } if (superPlasmaBladeObtained == true) { ChangeWeapon(UpgradedPlasmaBlade, null); } _character = gameObject.GetComponentNoAlloc <Character> (); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); }
/// <summary> /// On start, we store our characterJump component /// </summary> protected override void Initialization() { base.Initialization(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _characterWallClinging = GetComponent <CharacterWallClinging>(); }
protected override void Initialization() { _horizontalMovement = this.gameObject.GetComponent <CharacterHorizontalMovement>(); originalSpeed = _horizontalMovement.WalkSpeed; }
/// <summary> /// On init we grab our CharacterHorizontalMovement ability /// </summary> protected override void Initialization() { _characterHorizontalMovement = this.gameObject.GetComponent <CharacterHorizontalMovement>(); }