Ejemplo n.º 1
0
        private void Awake()
        {
            //Get Movement Controller.
            warriorMovementController = GetComponent <WarriorMovementControllerFREE>();

            //Add Input and Timing Controllers.
            warriorInputController          = gameObject.AddComponent <WarriorInputControllerFREE>();
            warriorTiming                   = gameObject.AddComponent <WarriorTimingFREE>();
            warriorTiming.warriorController = this;

            //Add IKHands.
            ikHands = GetComponent <IKHands>();

            //Setup Animator, add AnimationEvents script.
            animator = GetComponentInChildren <Animator>();
            if (animator == null)
            {
                Debug.LogError("ERROR: There is no Animator component for character.");
                Destroy(this);
            }
            else
            {
                animator.gameObject.AddComponent <WarriorCharacterAnimatorEvents>();
                animator.GetComponent <WarriorCharacterAnimatorEvents>().warriorController = this;
                animator.gameObject.AddComponent <AnimatorParentMove>();
                animator.GetComponent <AnimatorParentMove>().anim = animator;
                animator.GetComponent <AnimatorParentMove>().warriorMovementController = warriorMovementController;
                animator.updateMode  = AnimatorUpdateMode.AnimatePhysics;
                animator.cullingMode = AnimatorCullingMode.CullUpdateTransforms;
            }

            leftHandTrans = transform.Find("ArrowSpawn");
        }
Ejemplo n.º 2
0
        private void Awake()
        {
            // Get SuperCharacterController.
            superCharacterController = GetComponent <SuperCharacterController>();

            // Get Movement Controller.
            warriorMovementController = GetComponent <WarriorMovementController>();

            // Add Timing Controllers.
            warriorTiming = gameObject.AddComponent <WarriorTiming>();
            warriorTiming.warriorController = this;

            // Add IKHands.
            ikHands = GetComponentInChildren <IKHands>();
            if (ikHands != null)
            {
                if (warrior == Warrior.TwoHanded ||
                    warrior == Warrior.Hammer ||
                    warrior == Warrior.Crossbow ||
                    warrior == Warrior.Spearman)
                {
                    ikHands.canBeUsed = true;
                    ikHands.BlendIK(true, 0, 0.25f);
                }
            }

            // Setup Animator, add AnimationEvents script.
            animator = GetComponentInChildren <Animator>();
            if (animator == null)
            {
                Debug.LogError("ERROR: There is no Animator component for character.");
                Debug.Break();
            }
            else
            {
                animator.gameObject.AddComponent <WarriorCharacterAnimatorEvents>();
                animator.GetComponent <WarriorCharacterAnimatorEvents>().warriorController = this;
                animator.gameObject.AddComponent <AnimatorParentMove>();
                animator.GetComponent <AnimatorParentMove>().animator          = animator;
                animator.GetComponent <AnimatorParentMove>().warriorController = this;
                animator.updateMode  = AnimatorUpdateMode.AnimatePhysics;
                animator.cullingMode = AnimatorCullingMode.CullUpdateTransforms;
            }

            // Determine input source.
            warriorInputController = GetComponent <WarriorInputController>();
            if (warriorInputController != null)
            {
                useInputSystem = false;
            }
            else
            {
                warriorInputSystemController = GetComponent <WarriorInputSystemController>();
                if (warriorInputSystemController != null)
                {
                    useInputSystem = true;
                }
                else
                {
                    Debug.LogError("No inputs!");
                }
            }

            // Setup Rigidbody.
            rb = GetComponent <Rigidbody>();
            if (rb != null)
            {
                rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
            }

            currentState = WarriorState.Idle;
        }