Beispiel #1
0
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton   = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation  = new V_UnitAnimation(unitSkeleton);
        animatedWalker = new AnimatedWalker(unitAnimation, GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Idle, GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Walk, 1f, .75f);

        state = State.Normal;
    }
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton   = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation  = new V_UnitAnimation(unitSkeleton);
        animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate);
        state          = State.Waiting;
        waitTimer      = waitTimeList[0];
        lastMoveDir    = defaultAimDirection;
        attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack");
    }
Beispiel #3
0
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton  = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation = new V_UnitAnimation(unitSkeleton);

        UnitAnimType idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle");
        UnitAnimType walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk");
        UnitAnimType hitUnitAnim  = UnitAnimType.GetUnitAnimType("dBareHands_Hit");

        animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f);
    }
    private void Awake()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton  = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation = new V_UnitAnimation(unitSkeleton);

        UnitAnimType idleUnitAnim   = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle");
        UnitAnimType walkUnitAnim   = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk");
        UnitAnimType hitUnitAnim    = UnitAnimType.GetUnitAnimType("dBareHands_Hit");
        UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack");

        animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f);
    }
Beispiel #5
0
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton   = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation  = new V_UnitAnimation(unitSkeleton);
        animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate);
        state          = State.Waiting;
        waitTimer      = waitTimeList[0];
        lastMoveDir    = aimDirection;
        attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack");

        fieldOfView = Instantiate(pfFieldOfView, null).GetComponent <FieldOfView>();
        fieldOfView.SetFoV(fov);
        fieldOfView.SetViewDistance(viewDistance);
    }
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton  = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation = new V_UnitAnimation(unitSkeleton);

        idleUnitAnim   = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Idle;
        walkUnitAnim   = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Walk;
        hitUnitAnim    = null;
        attackUnitAnim = null;

        idleUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Idle");
        walkUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Walk");
        hitUnitAnim    = UnitAnimType.GetUnitAnimType("dBareHands_Hit");
        attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack");

        animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, .75f);

        state = State.Normal;
    }
Beispiel #7
0
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton  = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation = new V_UnitAnimation(unitSkeleton);

        idleUnitAnim   = UnitAnimType.GetUnitAnimType("dMinion_Idle");
        walkUnitAnim   = UnitAnimType.GetUnitAnimType("dMinion_Walk");
        hitUnitAnim    = null;
        attackUnitAnim = UnitAnimType.GetUnitAnimType("dMinion_Attack");

        idleUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Idle");
        walkUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Walk");
        hitUnitAnim    = UnitAnimType.GetUnitAnimType("dBareHands_Hit");
        attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Punch");

        //animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType("dMinion_Idle"), UnitAnimType.GetUnitAnimType("dMinion_Walk"), 1f, 1f);
        animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f);

        bodyTransform.GetComponent <MeshRenderer>().material = GameAssets.i.m_ZombieSpriteSheet;
        //unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_AttackPose"), 1f, null, null, null);
        //state = State.Busy;
    }
 public void SetIdleWalkAnims(UnitAnimType idleUnitAnim, UnitAnimType walkUnitAnim)
 {
     animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f);
 }