Example #1
0
    private void Awake()
    {
        actCtrl = GetComponent <Actor_Controller>();
        GameObject model  = actCtrl.model;
        GameObject sensor = null;

        try
        {
            sensor = transform.Find("sensor").gameObject;
        }
        catch (System.Exception)
        {
            //
            // if there is no sensor object
            //
        }


        btlMgr = Bind <BattleMgr>(sensor);
        wpnMrg = Bind <WeaponMgr>(model);
        staMgr = Bind <StateMgr>(gameObject);
        dirMgr = Bind <DirectorMgr>(gameObject);
        intMgr = Bind <InterationMgr>(sensor);

        actCtrl.OnAction += DoAction;
    }
Example #2
0
    void Awake()
    {
        ac = GetComponent <Actor_Controller>();
        GameObject model  = ac.model;
        GameObject sensor = null;

        try
        {
            sensor = transform.Find("Sensor").gameObject;
        }
        catch (System.Exception ex)
        {
            //
            // If there is no "sensor" object
            //
        }


        bm = Bind <BattleManager>(sensor);
        wm = Bind <WeaponManager>(model);
        sm = Bind <StateManager>(gameObject);
        dm = Bind <DirectorManager>(gameObject);
        im = Bind <InteractionManager>(sensor);
        //sm.Test();

        ac.OnAction += DoAction;
    }
Example #3
0
    //FIXME: this should not be called every frame but just when the actor changes! Event system...
    void FixedUpdate()
    {
        _parentGO    = this.gameObject;
        _parentActor = _parentGO.GetComponent <Actor_Controller>();
        if (_parentActor)
        {
            _parentGender   = _parentActor.actorData.breedData.gender;
            _parentMaterial = this.GetComponent <MeshRenderer>().material;

            switch (_parentGender)
            {
            case Actor_Gender.male:
                _color = Color.blue; break;

            case Actor_Gender.female:
                _color = Color.red; break;

            //case Actor_Gender.solo:
            //    _color = Color.green; break;
            case Actor_Gender.both:
                _color = Color.yellow; break;

            case Actor_Gender.none:
                _color = Color.grey; break;
            }
            _parentMaterial.color = _color;
        }
    }
Example #4
0
 private void Awake()
 {
     parentGO        = this.gameObject;
     actorController = parentGO.GetComponent <Actor_Controller>();
     parentCollider  = parentGO.GetComponent <CapsuleCollider>();
     parentRigidbody = parentGO.GetComponent <Rigidbody>();
 }
Example #5
0
    void Awake()
    {
        if (_actor == null)
        {
            _actor = this.GetComponent <Actor_Controller>();
        }
        _gameObject    = _actor.gameObject;
        _actor_Data    = _actor._ActorData;
        _transform     = _actor.gameObject.transform;
        _headTransfrom = _actor._Bone_Head;

        _rigidbody         = _actor.gameObject.GetComponent <Rigidbody>();
        _colliderCapsule   = _actor.gameObject.GetComponent <CapsuleCollider>();
        _colliderTransform = _colliderCapsule.transform;
        _colliderYbounds   = _colliderCapsule.bounds.extents.y; //bounding box distance from center to box
        _colliderCenter    = _colliderCapsule.center;



        _State_MovementSpeed  = State_MovementSpeed.walkSpeed;
        _State_Terrain        = State_Terrain.ground;
        _State_Sliding        = State_Sliding.notSliding;
        _State_Ragdoll        = State_IsRagdoll.notRagdolled;
        _State_Headspace      = State_Headspace.canStand;
        _State_LatchedSurface = State_LatchedSurface.noSurface;

        _remaining_Multijumps = _actor_Data._NumJumps;
    }
Example #6
0
 void Awake()
 {
     if (_actor == null)
     {
         _actor = this.GetComponent <Actor_Controller>();
     }
     _transform          = _actor.transform;
     _movementController = _actor._MovementController;
     _camera             = _actor._camera;
 }
Example #7
0
 //FIXME: this should not be called every frame but just when the actor changes! Event system...
 void FixedUpdate()
 {
     _parentActor = _parentGO.GetComponent <Actor_Controller>();
     if (_parentActor)
     {
         _text  = _parentActor.actorData.name; //INFO: stringbuilder is faster since you can set the max size and dont have to reallocate, but not worth for debugging
         _text += "\n Age: " + _parentActor.actorData.ageInSeconds + "/" + _parentActor.actorData.ageInSecondsMax;
         _text += "\n Gender: " + _parentActor.actorData.breedData.gender.ToString();
         _textGO.transform.position = this.transform.position + Vector3.up * height;
         _textGO.transform.rotation = _cam.transform.rotation;
         _textmesh.text             = _text;
     }
 }
Example #8
0
    void Start()
    {
        cameraHandle = transform.parent.gameObject;
        playerHandle = cameraHandle.transform.parent.gameObject;
        Actor_Controller ac = playerHandle.GetComponent <Actor_Controller>();

        model      = ac.model;
        tempEulerX = 20;
        pi         = ac.pi;

        if (!isAI)
        {
            _camera          = Camera.main.gameObject;
            lockDot.enabled  = false;
            Cursor.lockState = CursorLockMode.Locked;
        }
    }
Example #9
0
    //FIXME: this should not be called every frame but just when the actor changes! Event system...
    void FixedUpdate()
    {
        _parentGO    = this.gameObject;
        _parentActor = _parentGO.GetComponent <Actor_Controller>(); //the actor data can chang so recheck it
        if (_parentActor)
        {
            isAlive = _parentActor.actorData.Alive;

            if (isAlive)
            {
                this.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
            }
            else
            {
                this.transform.localScale = new Vector3(1.0f, 0.3f, 1.0f);
            }
        }
    }
Example #10
0
 private void Awake()
 {
     anim = GetComponent <Animator>();
     ac   = GetComponentInParent <Actor_Controller>();
 }
Example #11
0
 protected void Start()
 {
     playerActorController    = Player_Manager.singleton.mainPlayer.actorController;
     playerMovementController = Player_Manager.singleton.mainPlayer.actorController.actorMovementController;
     playerGO = playerActorController.gameObject;
 }