void Start() { // Aim Constraint aimConstraint = gameObject.GetComponent <AimConstraint>(); aController = GetComponent <Animator>(); ConstraintSource cc = new ConstraintSource(); cc.sourceTransform = lookAtObject.transform; cc.weight = 1.0f; aimConstraint.AddSource(cc); aimConstraint.rotationAxis = Axis.Y | Axis.Z; // Aim Constraint // populating waypoints foreach (Transform i in GameObject.Find("targets").GetComponentsInChildren <Transform>()) { targets.Add(i); } targets.RemoveAt(0); // done populating waypoints agent = GetComponent <NavMeshAgent>(); StartCoroutine("AnimationState"); NextTarget(); GotoTargetIndex(); }
// Start is called before the first frame update void Start() { target = GameObject.FindGameObjectWithTag("SoulTarget1"); aimC = GetComponent <AimConstraint>(); conS.sourceTransform = target.transform; conS.weight = 1; aimC.SetSource(0, conS); soulC = GameObject.FindGameObjectWithTag("SoulTarget1").GetComponent <SoulCounter>(); soulParSys = GetComponentInChildren <ParticleSystem>(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { cameraControl = animator.GetComponent <CameraControl>(); targetFocus = cameraControl.targetFocus; positionConstraint = animator.GetComponent <PositionConstraint>(); aimConstraint = animator.GetComponent <AimConstraint>(); positionConstraint.constraintActive = false; gameObjectTransform = animator.gameObject.transform; targetPosition = targetFocus.position + offsetFocus; }
// Use this for initialization void Start() { myCamera = GetComponent <Camera>(); myAim = GetComponent <AimConstraint>(); myAim.enabled = true; if (!playerRigidbody) { playerRigidbody = GetComponentInParent <Rigidbody2D>(); } }
// Start is called before the first frame update void Start() { target = GameObject.FindGameObjectWithTag("SoulTarget"); //define o alvo aimC = GetComponent <AimConstraint>(); conS.sourceTransform = target.transform; //define o alvo como fonte do constraint conS.weight = 1; //peso do constraint aimC.SetSource(0, conS); //adiciona o constraint soulC = GameObject.FindGameObjectWithTag("SoulTarget").GetComponent <SoulCounter>(); soulParSys = GetComponentInChildren <ParticleSystem>(); }
private void Awake() { anim = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent>(); mat = mRender.material; rb = GetComponent <Rigidbody>(); aim = GetComponent <AimConstraint>(); mr = GetComponent <MeshRenderer>(); col = new Color(1, 1, 1, 1); colV = 1; esperaF = 1; }
void Awake() { canDoAction = true; laser = GetComponentInChildren <LineRenderer>(); if (laser) { laserPoints = laser.positionCount; laser.enabled = false; } aim = GetComponentInChildren <AimConstraint>(); aimWeight = aim.weight; }
/// <summary> /// Process a property for an aimConstraint /// </summary> /// <param name="go"> /// A <see cref="GameObject"/> /// </param> /// <param name="nodeName"> /// A <see cref="System.String"/> /// </param> /// <param name="attributeName"> /// A <see cref="System.String"/> /// </param> /// <param name="val"> /// A <see cref="System.Object"/> /// </param> void ProcessAimConstraintProperty(GameObject go, string nodeName, string attributeName, System.Object val) { AimConstraint node = GetMayaNodeOnGameObject(nodeName, typeof(AimConstraint), go) as AimConstraint; node.constrainedObject = go.transform; switch (attributeName) { case "offset": node.offset = (Vector4)val; break; case "aimVector": node.aimVector = (Vector4)val; break; case "upVector": node.upVector = (Vector4)val; break; case "worldUpVector": node.worldUpVector = (Vector4)val; break; case "worldUpMatrix": node.worldUpObjectName = val as string; break; case "worldUpType": node.worldUpType = (AimConstraint.WorldUpType) int.Parse(val as string); break; default: if (IsConstraintWeightAttribute(attributeName)) { node.InsertTargetUsingWeightAttribute(attributeName, (float)val); } if (IsConstraintTargetAttribute(attributeName)) { node.InsertTargetUsingTargetAttribute(attributeName, val as string); } break; } }
void Start() { Stats(); if (state == State.SandWorm || state == State.ArmoredSandWorm) { trAimClone = Instantiate(trAim, transform.position, Quaternion.identity); ac = trAimClone.GetComponent <AimConstraint>(); ac.AddSource(pl); } else { ac = gameObject.GetComponent <AimConstraint>(); ac.AddSource(pl); } player = GameObject.FindWithTag("Player"); pl.sourceTransform = player.transform; pl.weight = 1; ac.AddSource(pl); slowTime = 3; }
public override void ToolGUI(SceneView view, Vector3 handlePosition, bool isStatic) { TransformManipulator.BeginManipulationHandling(false); EditorGUI.BeginChangeCheck(); Quaternion rotation = Tools.handleRotation; AimConstraint component = Selection.activeTransform.GetComponent <AimConstraint>(); if (component != null && component.constraintActive) { rotation = TransformManipulator.mouseDownHandleRotation; } Vector3 vector = Handles.PositionHandle(handlePosition, rotation); if (EditorGUI.EndChangeCheck() && !isStatic && TransformManipulator.HandleHasMoved(vector)) { ManipulationToolUtility.SetMinDragDifferenceForPos(handlePosition); if (Tools.vertexDragging) { ManipulationToolUtility.DisableMinDragDifference(); } TransformManipulator.SetPositionDelta(vector, TransformManipulator.mouseDownHandlePosition); } TransformManipulator.EndManipulationHandling(); }
public static Tween TweenWeight(this AimConstraint constraint, float to, float duration) => Tweening.To(getter: () => constraint.weight, setter: weight => constraint.weight = weight, to, duration).SetTarget(constraint);
public static Tween TweenRotationAtRest(this AimConstraint constraint, Vector3 to, float duration) => Tweening.To(getter: () => constraint.rotationAtRest, setter: rotationAtRest => constraint.rotationAtRest = rotationAtRest, to, duration).SetTarget(constraint);
public static Tween TweenAimVector(this AimConstraint constraint, Vector3 to, float duration) => Tweening.To(getter: () => constraint.aimVector, setter: aimVector => constraint.aimVector = aimVector, to, duration).SetTarget(constraint);