void Start()
    {
        healthSprite = GetComponent<UISprite>();
        playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<DamageController>();

        nowHp = playerHealth.health;
        RefreshSprite();
    }
Beispiel #2
0
    protected void dvDataSource_Updating(object sender, ObjectDataSourceMethodEventArgs e)
    {
        Damage       d                     = e.InputParameters["newEntity"] as Damage;
        int          policyItemID          = Convert.ToInt32(e.InputParameters["PolicyItemID"]);
        TextBox      tbPolicyNumber        = DetailsView1.FindControl("tbPolicyNumber") as TextBox;
        string       policyNumber          = tbPolicyNumber.Text;
        DropDownList ddlInsuranceSubTypes  = DetailsView1.FindControl("ddlInsuranceSubTypes") as DropDownList;
        int          insuranceSubTypeID    = Convert.ToInt32(ddlInsuranceSubTypes.SelectedValue);
        DropDownList ddlInsuranceCompanies = DetailsView1.FindControl("ddlInsuranceCompanies") as DropDownList;
        int          insuranceCompanyID    = Convert.ToInt32(ddlInsuranceCompanies.SelectedValue);

        DamageController.ValidateUpdateDamageNumber(d.ID, d.DamageNumber, policyNumber, insuranceSubTypeID, insuranceCompanyID, policyItemID);
    }
 // Start is called before the first frame update
 void Start()
 {
     rigidBody        = GetComponent <Rigidbody>();
     damageController = this.GetComponent <DamageController>();
     targetPlayer     = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     anim.SetBool("isDying", false);
     stats     = (Stats)GameObject.Find("Stats").GetComponent("Stats");
     skillTree = (SkillTree)GameObject.Find("SkillTree").GetComponent("SkillTree");
     if (summonedUnit && summoner != null)
     {
         summoner.enemiesAlive += summonValor;
     }
 }
Beispiel #4
0
    void OnTriggerEnter2D(Collider2D collider)
    {
        AudioSource.PlayClipAtPoint(audio.clip, transform.position);
        Destroy(gameObject);
        DamageController damageController = collider.GetComponent <DamageController>();

        if (damageController != null)
        {
            if (!collider.CompareTag("Ground"))
            {
                damageController.Damage(damage);
            }
        }
    }
Beispiel #5
0
    // Is triggered on collisions
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //Assigns the damagecontroller var to the DamageController.cs attached to the object that collides
        DamageController damageController = collision.gameObject.GetComponent <DamageController>();

        // Added to prevent null reference in certain situations
        if (!damageController)
        {
            return;
        }

        //Manages the damage calculations
        ManageDamage(damageController);
    }
Beispiel #6
0
    void OnTriggerEnter2D(Collider2D collider)
    {
        DamageController damageController = collider.gameObject.GetComponent <DamageController>();

        if (damageController != null)
        {
            Destroy(gameObject);
            damageController.AddHealth(healthBonus);
        }
        else
        {
            Destroy(gameObject, 10f);
        }
    }
Beispiel #7
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    public static void FireballCollision(Fireball fireball, Collision other)
    {
        if (other.gameObject.CompareTag(fireball.model.ownerTag))
        {
            return;
        }

        if (other.gameObject.CompareTag(fireball.model.hitTag))
        {
            DamageController.ApplyDamage(other.gameObject, fireball.model.damage);
        }

        Object.Destroy(fireball.gameObject);
    }
Beispiel #8
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    void OnCollisionEnter2D(Collision2D collision)
    {
        DamageController damageController = collision.gameObject.GetComponent <DamageController>();

        if (damageController != null)
        {
            damageController.Damage(collideAttack);
        }
        AudioSource.PlayClipAtPoint(audio.clip, transform.position);
        if (transform.position.y > collision.transform.position.y)
        {
            gameObject.GetComponent <DamageController>().Explode();
            Destroy(gameObject);
        }
    }
Beispiel #9
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    public void ManageDamage(DamageController damagecontroller)
    {
        // Applies damage to the health of this object
        health -= damagecontroller.GetDamage();

        //Destroys the laser on collision
        damagecontroller.Hit();

        //Destroys the object when the health is <= 0
        if (health <= 0)
        {
            //Triggers death function
            TriggerDeath();
        }
    }
Beispiel #10
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        private void UpdateState()
        {
            DamageController.Regenerate();

            VehicleController.UpdateVehicleState(Input);

            if (State.InVehicle)
            {
                return;
            }

            Movement.UpdateMovementState(State, Input);
            Inventory.UpdateWeaponState(Input);
            Look.UpdateLookState(Input);
        }
Beispiel #11
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 private void Start()
 {
     gameCamera  = FindObjectOfType <Camera>().transform;
     objectToPan = transform.Find("Top");
     FXShoot     = GetComponentInChildren <ParticleSystem>();
     textMesh    = GetComponentInChildren <TextMesh>();
     audioSource = GetComponent <AudioSource>();
     fXDestroyer = FindObjectOfType <FXDestroyer>();
     if (audioSource != null && SFXShoot != null)
     {
         audioSource.clip = SFXShoot;
     }
     damageController = GetComponent <DamageController>();
     HP = maxHP;
 }
Beispiel #12
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    //Once on StateChange
    public void ChangeState(GameState newState)
    {
        if (GameStateChangedEvent != null)
        {
            GameStateChangedEvent(newState);
        }

        switch (newState)
        {
        case GameState.menu:
            //TransitionManager.Instance.transitionMode = TransitionManager.TransitionMode.Dissolve;
            break;

        case GameState.loading:
            break;

        case GameState.inGame:
            GestureListener gl = FindObjectOfType <GestureListener>();
            gl.PlayerDetectedEvent  += gl_PlayerDetectedEvent;
            gl.PlayerLostEvent      += gl_PlayerLostEvent;
            DamageControllerInstance = FindObjectOfType <DamageController>();
            ScoreManagerInstance     = FindObjectOfType <SaveScore>();
            //TransitionManager.Instance.transitionMode = TransitionManager.TransitionMode.Particle;
            break;

        case GameState.end:
            Canvas canvas = FindObjectOfType <Canvas>();
            if (canvas != null)
            {
                RenderMode pre = canvas.renderMode;
                if (pre != RenderMode.ScreenSpaceCamera)
                {
                    canvas.renderMode    = RenderMode.ScreenSpaceCamera;
                    canvas.planeDistance = 0.7f;
                }
            }
            break;

        case GameState.error:
            FromGameToMainMenu();
            break;

        default:
            break;
        }
        CurrentGameState = newState;
        Debug.Log("GameState changed to: " + CurrentGameState);
    }
    void LateUpdate()
    {
        if (accumulatedDamage >= 0)
        {
            int    intDamage = (int)accumulatedDamage;
            string dmg       = intDamage.ToString();

            /*if(dmgColor == redColor) {
             *  dmg += "!";
             * }*/// REMOVED because it looks like 301 when 30! confusing to play-testers
            Vector3 popupPos = transform.position + new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), 0);
            DamageController.CreatePopup(dmg, popupPos, dmgColor);
            currentHealth -= intDamage;
        }

        accumulatedDamage = -1;
    }
 // Start is called before the first frame update
 void Start()
 {
     anim.SetBool("isDying", false);
     stats            = (Stats)GameObject.Find("Stats").GetComponent("Stats");
     skillTree        = (SkillTree)GameObject.Find("SkillTree").GetComponent("SkillTree");
     rb               = GetComponent <Rigidbody>();
     initialPosition  = transform.position;
     minPosition      = new Vector3(initialPosition.x - maxMovementRange, initialPosition.y, initialPosition.z);
     maxPosition      = new Vector3(initialPosition.x + maxMovementRange, initialPosition.y, initialPosition.z);
     damageController = this.GetComponent <DamageController>();
     targetPlayer     = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     InvokeRepeating(nameof(EnableAttack), 0f, 3f);
     if (summonedUnit && summoner != null)
     {
         summoner.enemiesAlive += summonValor;
     }
 }
Beispiel #15
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    private void ManageDamage(DamageController damagecontroller)
    {
        // Applies damage to the health of this object
        shield -= damagecontroller.GetDamage();

        // Updates the health bar
        UpdateHealthBar();

        // Destroys the laser on collision
        damagecontroller.Hit();

        //Destroys the object when the health is <= 0
        if (shield <= 0)
        {
            PlayerDie();
        }
    }
Beispiel #16
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 protected virtual void Dispose(bool b)
 {
     RemoveListeners();
     _Race              = null;
     VehicleManager     = null;
     goRacer            = null;
     _vehicleController = null;
     _damCtrl           = null;
     _gps         = null;
     _playerGps   = null;
     _playerRacer = null;
     _scorer      = null;
     if (PlayerOpposition != null)
     {
         PlayerOpposition.Clear();
         Opposition.Clear();
     }
 }
Beispiel #17
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        public void DamageController_ElementalCalculatorsParseSuccessfully()
        {
            // Test Data
            Dictionary <string, decimal> testDamageData = new Dictionary <string, decimal>()
            {
                { "BaseHealth", 100 },
                { "Fire", 50 },
                { "Ice", 200 }
            };

            // Run the damage effects, and compare the results to those expected.
            DamageController <DamageUnitTest> testController = new DamageController <DamageUnitTest>();
            var numCalc = testController.CalculateDamageTypeEffects(ref testDamageData);

            // Assert our expectations.
            Assert.AreEqual(2, numCalc);
            Assert.AreEqual(100, testDamageData["BaseHealth"]);
            Assert.AreEqual(150, testDamageData["Fire"]);
            Assert.AreEqual(50, testDamageData["Ice"]);
        }
 public void Explosion()
 {
     Collider2D[] colliders = Physics2D.OverlapCircleAll(GetComponent <Rigidbody2D>().position, explosionCircle.radius * Mathf.Max(explosionCircle.transform.lossyScale.x, explosionCircle.transform.lossyScale.y), explosionMask);
     for (int i = 0; i < colliders.Length; i++)
     {
         Rigidbody2D body = colliders[i].GetComponent <Rigidbody2D>();
         if (body != null)
         {
             Vector2 direction = body.position - GetComponent <Rigidbody2D>().position;
             body.AddForce(direction.normalized * explosionPower, ForceMode2D.Impulse);
         }
     }
     Collider2D[] units = Physics2D.OverlapCircleAll(GetComponent <Rigidbody2D>().position, explosionCircle.radius * Mathf.Max(explosionCircle.transform.lossyScale.x, explosionCircle.transform.lossyScale.y), 1 << LayerMask.NameToLayer("Units") | 1 << LayerMask.NameToLayer("Santa"));
     for (int i = 0; i < units.Length; i++)
     {
         LuisController luis = units[i].GetComponent <LuisController>();
         if (luis != null)
         {
             luis.Stun();
         }
         DamageController santa = units[i].GetComponent <DamageController>();
         if (santa != null)
         {
             santa.TakeDamage(damage);
             if (GameScore.gameScore != null)
             {
                 GameScore.gameScore.CatchItem(GetComponent <ItemController>());
             }
         }
         else
         {
             if (GameScore.gameScore != null)
             {
                 GameScore.gameScore.CrashItem(GetComponent <ItemController>());
             }
         }
     }
     Destroy(gameObject);
 }
Beispiel #19
0
    public float TakeDamage(Attack attack)
    {
        currentHealth   -= attack.damage;
        damageController = GetComponent <DamageController>();
        Vector3 position = new Vector3(transform.position.x, transform.position.y + 1, transform.position.z);

        if (damageFx != null)
        {
            Instantiate(damageFx, position, Quaternion.Euler(new Vector3(-90, 0, 0)));
        }
        if (damageController != null)
        {
            damageController.enabled = true;
        }

        if (currentHealth <= 0)
        {
            Dead();
        }

        return(currentHealth);
    }
Beispiel #20
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    // Is triggered on collisions
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //Assigns the damagecontroller var to the DamageController.cs attached to the object that collides
        DamageController damageController = collision.gameObject.GetComponent <DamageController>();

        // Added to prevent null reference in certain situations
        if (!damageController)
        {
            return;
        }

        //Checks if the object that collided is a torpedo
        if (collision.tag == "Torpedo")
        {
            //If so this triggers the splash damage and death effects of the torpedo
            collision.SendMessage("TriggerDeathEffects");
            collision.SendMessage("ExplosionDamage");
        }

        //Manages the damage calculations
        ManageDamage(damageController);
    }
Beispiel #21
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    // Use this for initialization
    void Start()
    {
        resetRespawnTimer = respawnTimer;

        trans            = GetComponent <Transform>();
        damageController = gameObject.GetComponent <DamageController> ();
        enemyAnimation   = GetComponentInChildren <EnemyAnimation> ();



        if (gameObject.tag == "Enemy")
        {
            enemyMovement = GetComponent <EnemyMovement> ();
            spawnPoint    = transform;
        }

        if (gameObject.tag == "Player")
        {
            playerMovement = GetComponent <PlayerMovement> ();
        }

        spawnPoint = transform;
    }
Beispiel #22
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        public void DamageController_DeathEventThrowsSuccessfully()
        {
            // Test Data
            List <string> deadEntities = new List <string>();
            const string  entityName   = "Johnny";

            // Create the controller, and track the entity's health for a low amount, so we can kill the test entity.
            DamageController <DamageUnitTest> testController = new DamageController <DamageUnitTest>();

            testController.OnEntityDeath += (sender, args) => { deadEntities.Add((args as EntityDeathEventArgs).EntityId); };

            testController.DamageManager.BeginTrackingDamage(entityName, 20);

            DamageUnitTest testDamage = new DamageUnitTest()
            {
                BaseHealth = 500
            };

            testController.ApplyDamage(entityName, testDamage);

            Assert.AreEqual(1, deadEntities.Count);
            Assert.AreEqual(entityName, deadEntities[0]);
        }
    void OnTriggerEnter(Collider collider)
    {
        // do not collide with own spawner
        if (collider.gameObject.GetInstanceID() == spawningGameObjectId)
        {
            //Debug.Log("Projectile collided with own spawner...");
            return;
        }

        // prevent friendly fire, i.e. only damage enemies
        if (collider.gameObject.CompareTag("Enemy"))
        {
            //Debug.Log("Projectile collided with enemy!");
            DamageController damageController = collider.gameObject.GetComponent <DamageController>();

            if (damageController)
            {
                damageController.DealDamage(damage);
            }
        }

        Destroy(gameObject);
    }
Beispiel #24
0
        public void GetMaxDamageNoExceptions(GameObject hitter)
        {
            Vector3 damagePosition    = transform.position;
            float   _damage           = m_baseArmor + m_currentHealth;
            float   _armorMinusDamage = _damage;

            if (m_currentArmor > 0)
            {
                if (m_currentArmor < _armorMinusDamage)
                {
                    _armorMinusDamage -= m_currentArmor;
                    m_currentArmor     = 0;
                }
                else
                {
                    m_currentArmor   -= _armorMinusDamage;
                    _armorMinusDamage = 0;
                }
            }
            m_currentHealth -= _armorMinusDamage;

            DamageController damageTextController = Instantiate(damageTextObject, damagePosition, Quaternion.Euler(0, 0, 0)).GetComponent <DamageController>();

            damageTextController.DamageUpdate(_damage);
            if (gameObject.tag == "Player")
            {
                damageTextController.damageText.color      = new Color(1, 69f / 255f, 69f / 255f, 1);
                damageTextController.transform.localScale += new Vector3(0.2f, 0.2f);
            }

            if (m_currentHealth <= 0)
            {
                m_currentHealth = 0;
                isDamageable    = false;
                SendMessage("Death", SendMessageOptions.DontRequireReceiver);
            }
        }
Beispiel #25
0
    void OnTriggerEnter(Collider other)
    {
        Collider  collider = other.GetComponent <Collider> ();
        Rigidbody rigidbody;

        rigidbody = other.gameObject.GetComponent <Rigidbody> ();



        if (other.tag == "Enemy" || other.tag == "Player")
        {
            rigidbody.AddTorque(torqueVec, ForceMode.Impulse);
            collider.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);

            if (other.tag == "Player")
            {
                DamageController damageController = playerGO.GetComponent <DamageController>();

                if (damageController.health > 0)
                {
                    SpriteAnimation.spin = true;
                }
            }

            if (other.tag == "Enemy")
            {
                DamageController damageController = enemyGO.GetComponent <DamageController>();

                if (damageController.health > 0)
                {
                    //EnemyAnimation.spin = true;
                }
            }
            Destroy(gameObject);
        }
    }
Beispiel #26
0
 // Use this for initialization
 void Start()
 {
     playerObject     = GameObject.FindGameObjectWithTag("Player");
     damageController = playerObject.GetComponent <DamageController> ();
     img = GetComponent <Image> ();
 }
Beispiel #27
0
 void Start()
 {
     damageController = this.GetComponent <DamageController>();
     timer            = secondsToShowAttackUI;
     previousHealth   = CalculateHealth();
 }
Beispiel #28
0
    public override void Awake()
    {
        base.Awake();
        _damageController        = GetComponent <DamageController>();
        _trSkidMarks             = GameObject.Find("Skidmarks").transform;
        SkidAudioSource          = GetComponent <AudioSource>();
        EngineAudioSource        = transform.Find("Sounds/Engine").GetComponent <AudioSource>();
        CoughAudioSource         = transform.Find("Sounds/Cough").GetComponent <AudioSource>();
        ClutchAudioSource        = transform.Find("Sounds/ClutchDown").GetComponent <AudioSource>();
        EngineAudioSource.mute   = true;
        CoughAudioSource.mute    = true;
        SkidAudioSource.volume   = Settings.Instance.SFXVolume;
        EngineAudioSource.volume = Settings.Instance.SFXVolume;
        ClutchAudioSource.volume = Settings.Instance.SFXVolume;
        CoughAudioSource.volume  = Settings.Instance.SFXVolume;
        FLWheel      = transform.Find("car/FLWheel").gameObject;
        FRWheel      = transform.Find("car/FRWheel").gameObject;
        WasRuttingRL = false;
        WasRuttingRR = false;
        RutMatrl     = (Material)Resources.Load("Prefabs/Materials/WheelRutGrey");
        SkidMatrl    = (Material)Resources.Load("Prefabs/Materials/SkidMark");

        psSprayL    = transform.Find("WheelColliders/WCRL/SprayFL").GetComponent <ParticleSystem>();
        psSprayR    = transform.Find("WheelColliders/WCRR/SprayFR").GetComponent <ParticleSystem>();
        psSprayLFwd = transform.Find("WheelColliders/WCRL/SprayFLFwd").GetComponent <ParticleSystem>();
        psSprayRFwd = transform.Find("WheelColliders/WCRR/SprayFRFwd").GetComponent <ParticleSystem>();
        psDustL     = transform.Find("WheelColliders/WCRL/DustFL").GetComponent <ParticleSystem>();
        psDustR     = transform.Find("WheelColliders/WCRR/DustFR").GetComponent <ParticleSystem>();
        peSprayL    = psSprayL.emission;
        peSprayR    = psSprayR.emission;
        pmSprayL    = psSprayL.main;
        pmSprayR    = psSprayR.main;
        try
        {
            _fLRimRenderer     = transform.Find("car/FLWheel/FLRim").GetComponent <Renderer>();
            _fRRimRenderer     = transform.Find("car/FRWheel/FRRim").GetComponent <Renderer>();
            _rLRimRenderer     = transform.Find("car/RLWheel/RLRim").GetComponent <Renderer>();
            _rRRimRenderer     = transform.Find("car/RRWheel/RRRim").GetComponent <Renderer>();
            _fRRimSpinRenderer = transform.Find("car/FRWheel/FRRimSpin").GetComponent <Renderer>();
            _rLRimSpinRenderer = transform.Find("car/RLWheel/RLRimSpin").GetComponent <Renderer>();
            _fLRimSpinRenderer = transform.Find("car/FLWheel/FLRimSpin").GetComponent <Renderer>();
        }
        catch { _rimSpin = false; }

        StickyCarBodyPhysicsMaterial = (PhysicMaterial)Resources.Load("PhysicMaterials/StickyCarBodyPhysicsMaterial");
        CarBodyPhysicsMaterial       = (PhysicMaterial)Resources.Load("PhysicMaterials/CarBodyPhysicsMaterial");

        RLWheel = transform.Find("car/RLWheel").gameObject;
        RRWheel = transform.Find("car/RRWheel").gameObject;
        RRWheel.transform.localScale = Vector3.one;
        WCFL             = transform.Find("WheelColliders/WCFL").GetComponent <WheelController>();
        WCFR             = transform.Find("WheelColliders/WCFR").GetComponent <WheelController>();
        WCRL             = transform.Find("WheelColliders/WCRL").GetComponent <WheelController>();
        WCRR             = transform.Find("WheelColliders/WCRR").GetComponent <WheelController>();
        _rb              = GetComponent <Rigidbody>();
        _rb.centerOfMass = new Vector3(0, 0.2f, 0.52f);

        motorForce     = 2000f;
        _maxBrakeForce = 3500f;
        steerForce     = 25f;
        AntiRollForce  = 0f;
        FCoef          = WCRL.fFriction.forceCoefficient;
        SCoef          = WCRL.sideFriction.forceCoefficient;
        Keyframe[] kfs;
        kfs = new Keyframe[4]
        {
            new Keyframe(0f, 0f, 0f, 0.3f),
            new Keyframe(0.08f, 0.14f, 2.7f, 2.7f),
            new Keyframe(0.12f, 0.3f, 3.3f, 3.3f),
            new Keyframe(0.15f, 0.2f, 0f, 0f)

            /*
             * new Keyframe(0f, 0f, 0f, 0.1f),
             * new Keyframe(0.1f, 0.1f, 2.25f, 2.25f),
             * new Keyframe(0.17f, 0.27f, 3.3f, 3.3f),
             * new Keyframe(0.19f, 0.2f, 0f, 0f)
             */
        };
        frontFrictTarmac = new AnimationCurve(kfs);

        kfs = new Keyframe[4]
        {
            new Keyframe(0f, 0f, 0.7f, 0.7f),
            new Keyframe(0.5f, 0.45f, 0.03f, 0.03f),
            new Keyframe(1f, 0.8f, 0.3f, 0.3f),
            new Keyframe(1.4f, 0.45f, 0f, 0f)

            /*
             * new Keyframe(0f, 0f, 0.7f, 0.7f),
             * new Keyframe(0.7f, 0.3f, 0.03f, 0.03f),
             * new Keyframe(1.2f, 0.55f, 0.3f, 0.3f),
             * new Keyframe(1.7f, 0.45f, 0f, 0f)
             */
        };
        rearFrictTarmac = new AnimationCurve(kfs);

        kfs = new Keyframe[3]
        {
            new Keyframe(0f, 0f, 0.7f, 0.7f),
            new Keyframe(2.25f, 0.5f, 0.3f, 0.3f),
            new Keyframe(3f, 0.3f, 0f, 0f)
        };
        frontFrictDirtyRoad = new AnimationCurve(kfs);

        kfs = new Keyframe[4]
        {
            new Keyframe(0f, 0f, 0.7f, 0.7f),
            new Keyframe(1.25f, 0.25f, 0.03f, 0.03f),
            new Keyframe(2f, 0.35f, 0.3f, 0.3f),
            new Keyframe(3f, 0.2f, 0f, 0f)
        };
        rearFrictDirtyRoad = new AnimationCurve(kfs);

        kfs = new Keyframe[3]
        {
            new Keyframe(0f, 0f, 0.7f, 0.7f),
            new Keyframe(2.25f, 0.5f, 0.3f, 0.3f),
            new Keyframe(3f, 0.3f, 0f, 0f)
        };
        frontFrictDirt = new AnimationCurve(kfs);

        kfs = new Keyframe[4]
        {
            new Keyframe(0f, 0f, 0.7f, 0.7f),
            new Keyframe(1.25f, 0.25f, 0.03f, 0.03f),
            new Keyframe(2f, 0.35f, 0.3f, 0.3f),
            new Keyframe(3f, 0.2f, 0f, 0f)
        };
        rearFrictDirt = new AnimationCurve(kfs);


        /*
         * //this is for testing
         * WCFL.forwardFriction.frictionCurve = frontFrictTarmac;
         * WCFR.forwardFriction.frictionCurve = frontFrictTarmac;
         * WCRL.forwardFriction.frictionCurve = rearFrictTarmac;
         * WCRR.forwardFriction.frictionCurve = rearFrictTarmac;
         */
    }
Beispiel #29
0
 void OnEnable()
 {
     objeto = (DamageController)target;
 }
Beispiel #30
0
    // Use this for initialization
    protected virtual void Start()
    {
        curHealth = health;

        damageController = FindObjectOfType <DamageController>();
    }
Beispiel #31
0
    //by irtsa

    private void Awake()
    {
        ragdoll          = GetComponent <RagdollRig>();
        damageController = GetComponent <DamageController>();
        statusController = GetComponent <StatusController>();
    }
 // Use this for initialization
 void Start()
 {
     m_characterCtrl = GetComponent<CharacterController>();
     m_animator = GetComponent<Animator>();
     damageController = GetComponent<DamageController>();
     AttackBehaviour ab = m_animator.GetBehaviour<AttackBehaviour>();
     //ab.damageController = damageController;
     target = GameObject.Find("ashe");
     navAgent = GetComponent<NavMeshAgent>();
     Shader.WarmupAllShaders();
 }