Inheritance: UnityEngine.MonoBehaviour
Ejemplo n.º 1
0
 public override void initialize()
 {
     attackType    = AttackType.GuardBreaker;
     weapon        = GameManager.player.GetComponent <PlayerController> ().weapon;
     weaponEffects = weapon.GetComponentInChildren <Xft.XWeaponTrail>();
     //weaponEffects.StopSmoothly(0.1f);
 }
        void CreateMeshObj(XWeaponTrail owner, Material material)
        {
            GameObject obj = new GameObject("_XWeaponTrailMesh:" + "|material:" + material.name);

            obj.layer = owner.gameObject.layer;
            obj.AddComponent <MeshFilter>();
            obj.AddComponent <MeshRenderer>();

            obj.transform.position = Vector3.zero;
            obj.transform.rotation = Quaternion.identity;


            MeshRenderer Meshrenderer;

            _meshFilter  = (MeshFilter)obj.GetComponent(typeof(MeshFilter));
            Meshrenderer = (MeshRenderer)obj.GetComponent(typeof(MeshRenderer));
#if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8
            Meshrenderer.castShadows = false;
#else
            Meshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
#endif
            Meshrenderer.receiveShadows = false;
            Meshrenderer.GetComponent <Renderer>().sharedMaterial = material;
            Meshrenderer.sortingLayerName = _owner.SortingLayerName;
            Meshrenderer.sortingOrder     = _owner.SortingOrder;
            _meshFilter.sharedMesh        = new Mesh();
        }
 public override void initialize()
 {
     attackType = AttackType.GuardBreaker;
     weapon = GameManager.player.GetComponent<PlayerController> ().weapon;
     weaponEffects = weapon.GetComponentInChildren<Xft.XWeaponTrail>();
     //weaponEffects.StopSmoothly(0.1f);
 }
Ejemplo n.º 4
0
 public override void initialize()
 {
     attackType   = AttackType.LowAttack;
     eventHandler = GameManager.playerAnimator.gameObject.GetComponent <AnimationEventBroadcast>();
     eventHandler.subscribe(this);
     weapon        = GameManager.player.GetComponent <PlayerController> ().weapon;
     weaponEffects = weapon.GetComponentInChildren <Xft.XWeaponTrail>();
 }
Ejemplo n.º 5
0
 public override void initialize()
 {
     attackType = AttackType.LowAttack;
     eventHandler = GameManager.playerAnimator.gameObject.GetComponent<AnimationEventBroadcast>();
     eventHandler.subscribe(this);
     weapon = GameManager.player.GetComponent<PlayerController> ().weapon;
     weaponEffects = weapon.GetComponentInChildren<Xft.XWeaponTrail>();
 }
Ejemplo n.º 6
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    public override void Start()
    {
        base.Start();

        axe             = AxeObject.GetComponent <Axe>();
        axe.playerFrom  = this.gameObject;
        axe.AttackPower = AttackPower;
        axe.AxeAttack(false);

        axeTrail         = gameObject.GetComponentInChildren <Xft.XWeaponTrail>();
        axeTrail.enabled = false;
    }
Ejemplo n.º 7
0
    IEnumerator resetWeaponTrail()
    {
        Xft.XWeaponTrail weaponTrail = weapon.GetComponentInChildren <Xft.XWeaponTrail> ();
        //weapon.GetComponentInChildren<Xft.XWeaponTrail> ().Deactivate ();
        //We reset the weapon trail because otherwise it will come out of big P original position in space
        Color color = weaponTrail.MyColor;

        weaponTrail.MyColor = new Color(0f, 0f, 0f, 0f);
        yield return(new WaitForSeconds(1f));

        weaponTrail.MyColor = color;
        weaponTrail.Deactivate();
    }
Ejemplo n.º 8
0
 public VertexPool(Material material, XWeaponTrail owner)
 {
     VertexTotal = VertexUsed = 0;
     VertCountChanged = false;
     _owner = owner;
     if (owner.UseWith2D) {
         CreateMeshObj(owner, material);
     }
     else {
         _mesh2d = new Mesh();
     }
     _material = material;
     InitArrays();
     IndiceChanged = ColorChanged = UVChanged = UV2Changed = VertChanged = true;
 }
 public VertexPool(Material material, XWeaponTrail owner)
 {
     VertexTotal      = VertexUsed = 0;
     VertCountChanged = false;
     _owner           = owner;
     if (owner.UseWith2D)
     {
         CreateMeshObj(owner, material);
     }
     else
     {
         _mesh2d = new Mesh();
     }
     _material = material;
     InitArrays();
     IndiceChanged = ColorChanged = UVChanged = UV2Changed = VertChanged = true;
 }
Ejemplo n.º 10
0
    public override void initialize()
    {
        attackType   = AttackType.Combo;
        eventHandler = GameManager.playerAnimator.gameObject.GetComponent <AnimationEventBroadcast>();
        eventHandler.subscribe(this);

        stick = GameManager.player.GetComponent <PlayerController>().weapon.GetComponentInChildren <Collider>();
        leg   = GameManager.player.GetComponent <PlayerController> ().playerLegObject.GetComponent <Collider> ();
        fist  = GameManager.player.GetComponent <PlayerController> ().playerFistObject.GetComponent <Collider> ();

        attackColliderStick = GameManager.player.GetComponent <PlayerController>().weapon.GetComponentInChildren <AttackCollider>();
        attackColliderLeg   = GameManager.player.GetComponent <PlayerController> ().playerLegObject.GetComponent <AttackCollider> ();
        attackColliderFist  = GameManager.player.GetComponent <PlayerController> ().playerFistObject.GetComponent <AttackCollider> ();
        weaponEffects       = GameManager.player.GetComponent <PlayerController>().weapon.GetComponentInChildren <Xft.XWeaponTrail>();
        slashController     = GameManager.player.GetComponent <PlayerController>().weapon.GetComponentInChildren <SlashController>();
        enemiesHit          = new List <GameObject> (0);
        //weaponEffects.StopSmoothly(0.1f);
    }
Ejemplo n.º 11
0
        void CreateMeshObj(XWeaponTrail owner, Material material)
        {
            GameObject obj = new GameObject("_XWeaponTrailMesh:" + "|material:" + material.name);
            obj.layer = owner.gameObject.layer;
            obj.AddComponent<MeshFilter>();
            obj.AddComponent<MeshRenderer>();

            obj.transform.position = Vector3.zero;
            obj.transform.rotation = Quaternion.identity;

            MeshRenderer Meshrenderer;
            _meshFilter = (MeshFilter)obj.GetComponent(typeof(MeshFilter));
            Meshrenderer = (MeshRenderer)obj.GetComponent(typeof(MeshRenderer));
            #if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8
            Meshrenderer.castShadows = false;
            #else
            Meshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
            #endif
            Meshrenderer.receiveShadows = false;
            Meshrenderer.GetComponent<Renderer>().sharedMaterial = material;
            Meshrenderer.sortingLayerName = _owner.SortingLayerName;
            Meshrenderer.sortingOrder = _owner.SortingOrder;
            _meshFilter.sharedMesh = new Mesh();
        }
Ejemplo n.º 12
0
    public override void initialize()
    {
        attackType = AttackType.Combo;
        eventHandler = GameManager.playerAnimator.gameObject.GetComponent<AnimationEventBroadcast>();
        eventHandler.subscribe(this);

        stick = GameManager.player.GetComponent<PlayerController>().weapon.GetComponentInChildren<Collider>();
        leg = GameManager.player.GetComponent<PlayerController> ().playerLegObject.GetComponent<Collider> ();
        fist = GameManager.player.GetComponent<PlayerController> ().playerFistObject.GetComponent<Collider> ();

        attackColliderStick = GameManager.player.GetComponent<PlayerController>().weapon.GetComponentInChildren<AttackCollider>();
        attackColliderLeg = GameManager.player.GetComponent<PlayerController> ().playerLegObject.GetComponent<AttackCollider> ();
        attackColliderFist = GameManager.player.GetComponent<PlayerController> ().playerFistObject.GetComponent<AttackCollider> ();
        weaponEffects = GameManager.player.GetComponent<PlayerController>().weapon.GetComponentInChildren<Xft.XWeaponTrail>();
        slashController = GameManager.player.GetComponent<PlayerController>().weapon.GetComponentInChildren<SlashController>();
        enemiesHit = new List<GameObject> (0);
        //weaponEffects.StopSmoothly(0.1f);
    }