private void OnEnable() { _velocity = GetComponent <C_Velocity>(); _characterController = GetComponent <CharacterController>(); _camera = GetComponent <C_Camera>(); var stateMgr = GetComponent <CS_StateMgr>(); stateMgr.RegState(_name, this); }
public override void Init(GameObject obj) { _velocity = obj.GetComponent <C_Velocity>(); _iKManager = obj.GetComponent <C_IKManager>(); _weaponHandle = obj.GetComponent <C_WeaponHandle>(); _camera = obj.GetComponent <C_Camera>(); _uiMgr = obj.GetComponent <C_UiEventMgr>(); _weaponAttribute = GetComponent <WeaponAttribute>(); }
public override void Interagir() { if (audio != null) audio.Play(); GameManager.instancia.PararJogador(); GameManager.instancia.GetComponent<C_Audio>().MostrarSomInteracao(); C_Camera camera = GameManager.instancia.GetComponent<C_Camera>(); camera.MudarCamera(transform); dialogar.AdicionarAcaoAoFimDeDialogo(GameManager.instancia.LiberarJogador); dialogar.AdicionarAcaoAoFimDeDialogo(camera.ResetarCamera); dialogar.MostrarDialogo(); }
private void Awake() { _camera = GetComponent <C_Camera>(); _animator = GetComponent <C_Animator>(); _velocity = GetComponent <C_Velocity>(); _stateMgr = GetComponent <CS_StateMgr>(); _attributes = GetComponent <C_Attributes>(); _iKManager = GetComponent <C_IKManager>(); _audioSource = GetComponent <AudioSource>(); _characterController = GetComponent <CharacterController>(); }
// Use this for initialization void Awake() { velocity = GetComponentInParent <C_Velocity>(); if (!velocity.isLocalPlayer) { this.enabled = false; return; } myCamera = GetComponentInParent <C_Camera>(); weaponAttribute = GetComponent <WeaponAttribute>(); occlusionPoint = GetComponentInParent <C_WeaponHandle>().OcclusionPoint; uiMgr = GetComponentInParent <C_UiEventMgr>(); }
private void Start() { if (anim == null) { anim = GetComponent <Animator>(); } medo = 0; camera = GameManager.instancia.GetComponent <C_Camera>(); if (!jogadorVenceu) { StartCoroutine(diminuirMedoPeloTempo()); } }
public override void Trigger() { C_Camera cam = GameManager.instancia.GetComponent <C_Camera>(); if (resetar) { cam.ResetZoom(); Wait(); return; } cam.Zoom(zoom); Wait(); }
public void Iteration(ref EntityChunk chunk) { if (!chunk.TryGetComponents <C_Camera>(out ComponentArray cameras) || !chunk.TryGetComponents <C_Transform>(out ComponentArray transforms)) { return; } CameraData[] cameraDatas = new CameraData[chunk.Count]; Matrix4[] cameraTransforms = new Matrix4[chunk.Count]; for (int c = 0; c < chunk.Count; c++) { C_Camera cam = cameras.Get <C_Camera>(c); if (cam.cameraData.Framebuffer == null) { Vec2i res = AppScreen.Resolution; var fb = new Framebuffer(res, "Camera FBO"); fb.AddColorBuffer(true); fb.AddDepthBuffer(true); cam.cameraData.SetFramebuffer(fb); var ffb = new Framebuffer(res, "Camera Final FBO"); ffb.AddColorBuffer(false); cam.cameraData.SetFinalFramebuffer(ffb); chunk.SetComponent(c, cam); } else if (cam.cameraData.Framebuffer.Size != AppScreen.Resolution) { cam.cameraData.Framebuffer.ChangeSize(AppScreen.Resolution); cam.cameraData.FinalFramebuffer.ChangeSize(AppScreen.Resolution); } //if(cam.cameraData.ColorTargetTexture == null) //{ // Vec2i res = AppScreen.Resolution; // cam.cameraData.SetColorTargetTexture(new Texture2D(res.x, res.y, "Camera Color FBO")); // cam.cameraData.SetDepthTargetTexture(new DepthTexture(res.x, res.y, "Camera Depth")); // chunk.SetComponent(c, cam); //} //else if (cam.cameraData.ColorTargetTexture.Size != AppScreen.Resolution) //{ // cam.cameraData.ColorTargetTexture.SetSize(AppScreen.Resolution); // cam.cameraData.DepthTargetTexture.SetSize(AppScreen.Resolution); //} cameraDatas[c] = cam.cameraData; cameraTransforms[c] = transforms.Get <C_Transform>(c).value; } RenderPipelineCore.Draw(cameraDatas, cameraTransforms); }
private void OnEnable() { _camera = GetComponent <C_Camera>(); _animator = GetComponent <C_Animator>(); _velocity = GetComponent <C_Velocity>(); _attributes = GetComponent <C_Attributes>(); _audioSource = GetComponent <AudioSource>(); _characterController = GetComponent <CharacterController>(); var stateMgr = GetComponent <CS_StateMgr>(); //_name = "aim"; stateMgr.RegState(_name, this); }
public override void Setar() { base.Setar(); cam = GameManager.instancia.GetComponent<C_Camera>(); dialogar = GetComponent<Dialogar>(); habilidadeAssociada = GameManager.instancia.GetComponent<C_Habilidade>().GetHabilidade(0); if(ponto == null) { ponto = gameObject.transform; } sinal = GUI_Referenciador.instancia.sinalizador; sinalInstanciado = Instantiate(sinal, GUI_Referenciador.instancia.ObjetoInteragiveis.transform); GameManager.instancia.AdicionarEmMudarMapa(Destruir); }
private void Awake() { _uiMgr = GetComponent <C_UiEventMgr>(); _weaponHandle = GetComponent <C_WeaponHandle>(); _camera = GetComponent <C_Camera>(); _animator = GetComponent <C_Animator>(); _velocity = GetComponent <C_Velocity>(); _attributes = GetComponent <C_Attributes>(); _audioSource = GetComponent <AudioSource>(); _characterController = GetComponent <CharacterController>(); var stateMgr = GetComponent <CS_StateMgr>(); //_name = "aim"; stateMgr.RegState(_name, this); }
public override void Init(GameObject obj) { _uiMgr = obj.GetComponent <C_UiEventMgr>(); _camera = obj.GetComponent <C_Camera>(); _velocity = obj.GetComponent <C_Velocity>(); _iKManager = obj.GetComponent <C_IKManager>(); _photonView = obj.GetComponent <PhotonView>(); _attributes = obj.GetComponent <C_Attributes>(); _weaponHandle = obj.GetComponent <C_WeaponHandle>(); _battleMgr = obj.GetComponent <C_BattleMgr>(); _audio = GetComponent <AudioSource>(); _weaponAttribute = GetComponent <WeaponAttribute>(); timer = new Timer(); }
private void OnEnable() { anim = GetComponent <C_Animator>(); uiMgr = GetComponent <C_UiEventMgr>(); myCamera = GetComponent <C_Camera>(); velocity = GetComponent <C_Velocity>(); iKManager = GetComponent <C_IKManager>(); attributes = GetComponent <C_Attributes>(); weaponHandle = GetComponent <C_WeaponHandle>(); bornProtector = GetComponent <C_BornProtector>(); attackListener = GetComponent <C_AttackListener>(); avatarMeshRanderMgr = GetComponentInChildren <AvatarMeshRanderMgr>(); var stateMgr = GetComponent <CS_StateMgr>(); //_name = "aim"; stateMgr.RegState(_name, this); //meshRenderers = GetComponentsInChildren<MeshRenderer>(); //skinnedMeshRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(); }
public Checkpoint() { player = new C_Player(); camera = new C_Camera(); }
public static void SetFreeDirection(Transform transform, C_Velocity _velocity, C_Camera _camera) { // follow the camera when movecharacter var directionIndex = 0; if (_velocity.Dfwd) { directionIndex = 1; if (_velocity.Dleft) { directionIndex = 8; } if (_velocity.Dright) { directionIndex = 2; } } if (_velocity.Dbwd) { directionIndex = 5; if (_velocity.Dleft) { directionIndex = 6; } if (_velocity.Dright) { directionIndex = 4; } } if (_velocity.Dleft) { directionIndex = 7; if (_velocity.Dfwd) { directionIndex = 8; } if (_velocity.Dbwd) { directionIndex = 6; } } if (_velocity.Dright) { directionIndex = 3; if (_velocity.Dfwd) { directionIndex = 2; } if (_velocity.Dbwd) { directionIndex = 4; } } if (directionIndex != 0) { Vector3 targetAngles = new Vector3(); switch (directionIndex) { case 1: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y, 0); break; case 2: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y + 45, 0); break; case 3: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y + 90, 0); break; case 4: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y + 135, 0); break; case 5: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y + 180, 0); break; case 6: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y + -135, 0); break; case 7: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y - 90, 0); break; case 8: targetAngles.Set(0, _camera.Carryer.localEulerAngles.y - 45, 0); break; } transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(targetAngles), Time.deltaTime * 10); } }