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); }
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>(); }
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>(); }
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; }
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(); }
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; }
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); }
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.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); }