// Use this for initialization void Start() { _animator = gameObject.GetComponentInChildren<Animator> (); w = _animator.GetBehaviour<Walk> (); w.Init (velocity, transform); }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); stateGlow = Animator.StringToHash("Photo.Glow"); beh = anim.GetBehaviour<StateEventBehaviour>(); beh.StateEntered += Beh_StateEntered; currentSprite = EmptySprite; img = GetComponent<Image>(); }
void Awake() { animatorController = this.GetComponent<Animator>(); if (animatorController == null) throw new MissingReferenceException("Missing a reference to the PlayerAnimatorControler on the " + this.gameObject); camera = this.GetComponent<Transform>(); var zoomOutState = animatorController.GetBehaviour<AnimationStateEventDelegator>(); zoomOutState.OnExit += OnZoomOutExit; }
// Use this for initialization void Start() { firstMesh = FirstPage.GetComponent<MeshRenderer>(); secondMesh = SecondPage.GetComponent<MeshRenderer>(); cont = FPSPlayer.GetComponent<PlayerController>(); anim = GetComponent<Animator>(); beh = anim.GetBehaviour<StateEventBehaviour>(); beh.StateEntered += Beh_StateEntered; beh.StateExited += Beh_StateExited; idleState = Animator.StringToHash("Notebook.Idle"); forwardState = Animator.StringToHash("Notebook.Forward"); backwardState = Animator.StringToHash("Notebook.Backward"); closedState = Animator.StringToHash("Notebook.Closed"); lastInfo = anim.GetCurrentAnimatorStateInfo(0); audioSource = GetComponent<AudioSource>(); }
public void ResetStateManager(Animator _animator) { attackState = _animator.GetBehaviour<CharacterAttackState> (); deadState = _animator.GetBehaviour<CharacterDeadState> (); skillState = _animator.GetBehaviour<CharacterSkillState>(); }
// Use this for initialization void Start() { cont = FPSPlayer.GetComponent<PlayerController>(); parts = GetComponent<ParticleSystem>(); targetScript = TargetImage.GetComponent<PageImageScript>(); nbscript = Notebook.GetComponent<NotebookScript>(); stateSpinning = Animator.StringToHash("Card.Spinning"); stateStopped = Animator.StringToHash("Card.Stopped"); statePutaway = Animator.StringToHash("Card.Putaway"); anim = GetComponentInChildren<Animator>(); beh = anim.GetBehaviour<StateEventBehaviour>(); beh.StateEntered += Beh_StateEntered; beh.StateExited += Beh_StateExited; // linkedScripts = LinkedCards.Select(i => i.GetComponent<CardScript>()).ToArray(); }
// 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(); }
// SAMPLE TEXT that is hardcoded for now// // -- Can be somewhat dynamic later on -- // // Use this for initialization void Start() { //menuCanvas.SetActive(false); animator = animator.GetComponent<Animator>(); portrait = portrait.GetComponent<Image>(); animator.GetBehaviour <TransClass> ().transition=nextScene; for(int i=0; i< charsToLoad; ++i) charImg[i]=charImg[i].GetComponent<Image>(); charName = charName.GetComponent<Text>(); continueText=continueText.GetComponent<Button>(); convoText= convoText.GetComponent<Button>(); portrait.sprite=charImg[person[currPart]].sprite; charName.text=charImg[person[currPart]].tag; convoText.GetComponentInChildren<Text>().text=speech[currPart++]; //menuCanvas.SetActive(); }