Ejemplo n.º 1
0
 /// <summary>
 /// Cache the component references and initialize the default values.
 /// </summary>
 protected virtual void Awake()
 {
     m_GameObject      = gameObject;
     m_Transform       = transform;
     m_Animator        = GetComponent <Animator>();
     m_Controller      = GetComponent <RigidbodyCharacterController>();
     m_AnimatorMonitor = GetComponent <AnimatorMonitor>();
 }
Ejemplo n.º 2
0
        /// <summary>
        /// A new genre has been selected. Switch characters.
        /// </summary>
        private void SwitchCharacters()
        {
            GameObject character = null;

            switch (m_CurrentGenre)
            {
            case Genre.Shooter:
                character = m_ShooterCharacter;
                break;

            case Genre.Adventure:
                character = m_AdventureCharacter;
                break;

            case Genre.RPG:
                character = m_RPGCharacter;
                break;

            case Genre.Platformer:
                character = m_PlatformerCharacter;
                break;

            case Genre.Pseudo3D:
                character = m_Pseudo3DCharacter;
                break;

            case Genre.TopDown:
                character = m_TopDownCharacter;
                break;

            case Genre.PointClick:
                character = m_PointClickCharacter;
                break;
            }
            character.SetActive(true);

            // Toggle the scheduler enable state by disabling and enabling it.
            var scheduler = GameObject.FindObjectOfType <Scheduler>();

            scheduler.enabled = false;
            scheduler.enabled = true;

            m_ImageFader.Fade();

            // Cache the character components.
            m_Character                      = character;
            m_CharacterController            = character.GetComponent <RigidbodyCharacterController>();
            m_CharacterInventory             = character.GetComponent <Inventory>();
            m_CharacterAnimatorMonitor       = character.GetComponent <AnimatorMonitor>();
            m_CameraController.Character     = character;
            m_CameraController.Anchor        = character.transform;
            m_CameraController.DeathAnchor   = character.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.Head);
            m_CameraController.FadeTransform = character.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.Chest);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="item">The item that this extension belongs to.</param>
        /// <param name="inventory">The parent character's inventory.</param>
        public virtual void Init(Item item, Inventory inventory)
        {
            m_ParentItem = item;
            m_Inventory  = inventory;
            m_Character  = inventory.gameObject;
#if ENABLE_MULTIPLAYER
            m_NetworkMonitor = m_Character.GetComponent <NetworkMonitor>();
#endif
            m_AnimatorMonitor = inventory.GetComponent <AnimatorMonitor>();
            m_Controller      = inventory.GetComponent <RigidbodyCharacterController>();

            SharedManager.InitializeSharedFields(m_Character, this);
        }
Ejemplo n.º 4
0
    private void SetCharacter()
    {
        // Cache the character components.
        m_Character                      = PlayerCharacter;
        m_CharacterController            = PlayerCharacter.GetComponent <RigidbodyCharacterController>();
        m_CharacterInventory             = PlayerCharacter.GetComponent <Inventory>();
        m_CharacterAnimatorMonitor       = PlayerCharacter.GetComponent <AnimatorMonitor>();
        m_CameraController.Character     = PlayerCharacter;
        m_CameraController.Anchor        = PlayerCharacter.transform;
        m_CameraController.DeathAnchor   = PlayerCharacter.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.Head);
        m_CameraController.FadeTransform = PlayerCharacter.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.Chest);

        StartCoroutine(DelayedStart());
    }
Ejemplo n.º 5
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="inventory">The parent character's inventory.</param>
        public virtual void Init(Inventory inventory)
        {
            m_Inventory = inventory;
            m_Character = inventory.gameObject;
#if ENABLE_MULTIPLAYER
            m_NetworkMonitor = m_Character.GetComponent <NetworkMonitor>();
#endif
            m_AnimatorMonitor = inventory.GetComponent <AnimatorMonitor>();
            m_Controller      = inventory.GetComponent <RigidbodyCharacterController>();

            // Initialize the animation states.
            m_DefaultStates.Initialize(m_ItemType);
            if (m_CanAim)
            {
                m_AimStates.Initialize(m_ItemType);
            }
            m_EquipStates.Initialize(m_ItemType);
            m_UnequipStates.Initialize(m_ItemType);

            EventHandler.RegisterEvent(gameObject, "OnInventoryItemEquipping", OnItemEquipping);
            EventHandler.RegisterEvent(gameObject, "OnInventoryItemUnequipping", OnItemUnequipping);
            EventHandler.RegisterEvent(gameObject, "OnInventoryItemEquipped", OnItemEquipped);
            EventHandler.RegisterEvent(gameObject, "OnInventoryItemUnequipped", OnItemUnequipped);

            for (int i = 0; i < m_ItemExtensions.Length; ++i)
            {
                m_ItemExtensions[i].Init(this, inventory);
            }

            for (int i = 0; i < m_Colliders.Length; ++i)
            {
                m_Colliders[i].enabled = false;
            }

            SharedManager.InitializeSharedFields(m_Character, this);
            // Independent look characters do not need to communicate with the camera. Do not initialze the SharedFields on the network to prevent non-local characters from
            // using the main camera to determine their look direction. The SharedFields have been implemented by the NetworkMonitor component.
#if ENABLE_MULTIPLAYER
            if (!m_IndependentLook.Invoke() && m_IsLocalPlayer.Invoke())
            {
#else
            if (!m_IndependentLook.Invoke())
            {
#endif
                SharedManager.InitializeSharedFields(Utility.FindCamera(m_Character).gameObject, this);
            }
        }