public void SetCountdown(float duration) { int ticks = (int)duration; AnimController.ClearQueue(); Setup(); // Fade out top AnimController.AddAnim(new UiAnimationFade(Top.gameObject, 0.25f, UiAnimationFade.FadeType.Out), false); // Fade and scale in title simultaneously AnimController.AddAnim(new UiAnimationFade(ReadyTitle.gameObject, 0.5f, UiAnimationFade.FadeType.In), false); // Add countdowns for (int i = 0; i < ticks; i++) { // Make temp var var time = ticks - i; AnimController.AddDelay(1f); // Set timer text on every tick AnimController.AddAction("Set Timer Text", () => ReadyTimer.text = time.ToString()); // Scale and fade in timer AnimController.AddAnim(new UiAnimationFade(ReadyTimer.gameObject, 0.1f, UiAnimationFade.FadeType.In), false); AnimController.AddAnim(new UiAnimationScale(ReadyTimer.gameObject, Vector3.one * 2, Vector3.one, 0.1f)); } AnimController.PlayAnimations(); }
protected override void CheckMoveState() { switch (_moveType) { case MoveState.FollowEnemy: AnimController.SetAnim(SoliderAnimState.Walk); FollowEnemy(); break; case MoveState.CanAttack: AnimController.SetAnim(SoliderAnimState.Attack); Attack(); break; case MoveState.WalkToFlag: AnimController.SetAnim(SoliderAnimState.Walk); WalkToFlag(); break; case MoveState.FarOther: AnimController.SetAnim(SoliderAnimState.Walk); FarOther(); break; case MoveState.Stop: AnimController.SetAnim(SoliderAnimState.Idle); break; } }
public static void PlayAnimAt(AnimationClip anim, Vector3 pos, bool isDialogueAction = false) { AnimController animController = Instantiate(UIManager.GenericAnimPrefab, pos, Quaternion.identity); animController.InitTemp(); animController.PlayOneShot(anim, isDialogueAction); }
// Use this for initialization void Awake() { drag = GetComponent <DragObjects> (); player = GetComponent <AnimController> (); OffLeftHand(); OffRightHand(); }
/// <summary> /// Initiate movement to a given point. /// </summary> public virtual void MoveToPoint(Vector2 point, bool isDialogueAction = false) { if (Instance != this) { ((WorldItem)Instance).MoveToPoint(point, isDialogueAction); } else { if (seeker == null) { Debug.LogError("Tried to move " + gameObject.name + ", but it does not have pathfinding AI. " + "(Must have Seeker and CustomAIPath components attached.)"); } else { dlgActionMovement = isDialogueAction; if (AnimController != null) { AnimController.Walk(); } aiPath.canMove = true; seeker.StartPath(transform.position, point); InvokeRepeating("PlayFootsteps", 0f, 0.3f); } } }
// Use this for initialization void Start() { source = GetComponent <AudioSource>(); //moveScrpt = GetComponent<MoveScript2>(); moveScrpt = GetComponent <MoveScript2_2>(); animC = GetComponent <AnimController>(); }
private void CleanUp() { AnimController animController = Service.Get <AnimController>(); if (this.animAlphaIn != null) { animController.CompleteAnim(this.animAlphaIn); this.animAlphaIn = null; } if (this.animAlphaOut != null) { animController.CompleteAnim(this.animAlphaOut); this.animAlphaOut = null; } if (this.gameObject != null) { MeshFilter component = this.gameObject.GetComponent <MeshFilter>(); component.sharedMesh = null; } if (this.mesh != null) { UnityUtils.DestroyMesh(this.mesh); this.mesh = null; } if (this.gameObjectExists) { this.gameObject.SetActive(false); this.gameObjectExists = false; } this.gameObjectVisible = false; this.initialized = false; }
void Awake() { HelicopterBody = transform.Find("HeilcopterBody").transform; EffectPoint = HelicopterBody.Find("EffectPoint").transform; WaterEffect = transform.Find("WaterEffect").transform; DustEffect = transform.Find("DustEffect").transform; BossPoint = transform.Find("BossLocalPath").transform; FirePoint = HelicopterBody.Find("FirePoint").transform; CameraObj = transform.Find("Main Camera").gameObject; PCamera = CameraObj.GetComponent <Camera>(); PilotController = HelicopterBody.gameObject.GetOrAddComponent <PilotController>(); AnimController = GetComponent <AnimController>(); BossCameraObj = transform.Find("BossCamera").gameObject; FirstCameraView = transform.Find("FirstView").GetComponent <FirstCameraView>(); ThirdCameraView = transform.Find("ThirdView").transform; ShowUITran = BossCameraObj.transform.Find("ShowUI").transform; BossAttackPoint = BossCameraObj.transform.Find("BossAttackPoint").transform; Effect_Shield = EffectPoint.transform.Find("Effect_Shield").gameObject; Effect_Magent = EffectPoint.transform.Find("Effect_Magent").gameObject; EffectSpeedUp = EffectPoint.transform.Find("Effect_SpeedUp").gameObject; Effect_Warning = EffectPoint.transform.Find("Effect_Warning").gameObject; EffectFixed = EffectPoint.transform.Find("Effect_Fixed").gameObject; EventDispatcher.AddEventListener <bool>(EventDefine.Event_Trigger_Effect_Water, OnWater); EventDispatcher.AddEventListener <bool>(EventDefine.Event_Trigger_Effect_Dust, OnDust); EventDispatcher.AddEventListener(EventDefine.Event_Lift_End, OnLiftEnd); EventDispatcher.AddEventListener <E_CameraState>(EventDefine.Event_Camera_State_FirstOrThird, ChangeCameraState); EventDispatcher.AddEventListener(EventDefine.Event_Player_Gather, UseGather); EventDispatcher.AddEventListener <bool>(EventDefine.Event_Gorge_Boss_Animation, OnGorgeBoss); EventDispatcher.AddEventListener(EventDefine.Event_Boss_Warning, OnWarning); EventDispatcher.AddEventListener(EventDefine.Event_Groge_Boss_Attack, OnGorgeAttack); }
private void Start() { animController = GetComponent <AnimController>(); moveController = GetComponent <MovementController>(); controller = GetComponent <CharacterController>(); playerStat = GetComponent <PlayerStat>(); }
private void ControlConfig(bool playable) { this.anim = GetComponent <AnimController>(); this.input = GetComponent <InputController>(); this.ai = GetComponent <AIController>(); this.ai.enabled = !playable; }
// Use this for initialization void Start() { try { pManager = FindObjectOfType <PlayerManager>(); status = pManager.Status; alchemy_ctr = FindObjectOfType <AlchemyController>(); alchemyUI_ctr = GameObject.Find("Canvas/Alchemy_UI").GetComponent <AlchemyUIController>(); BrotherObj = FindObjectOfType <MoveController>().gameObject; move_ctr = BrotherObj.GetComponent <MoveController>(); PotObject = FindObjectOfType <PotController>().gameObject; createItemBox = new List <CreateItemStatus.Type>(); anim_ctr = BrotherObj.transform.parent.GetComponent <AnimController>(); lifePoint = GameObject.FindGameObjectWithTag("LifePoint"); } catch (UnityException e) { Debug.Log(e + " is NotFound"); } StartHeart(); setStartSwordList(); //剣のデバッグ //swordList[1] = PlayerStatus.SWORDTYPE.AXE; //swordList[2] = PlayerStatus.SWORDTYPE.DARK; //swordList[3] = PlayerStatus.SWORDTYPE.VAJURA; _itemMax = false; alchemyUIFlag = false; }
public void SetDestination(Vector3 dest) { Clenapath(); AnimController.SetFloat("speed", 0f); path = null; pathTask = navAgent.SearchPathAsync(Node.GetTransform.Position, dest); }
public void StartLevel(Scene scene, LoadSceneMode mode) { if (scene.name == "Random Map") { ++level; Health.health = 5; ResetUI(); var mapBuilder = GameObject.FindGameObjectWithTag("Map Builder").GetComponent <MapBuilder>(); mapBuilder.GasStationSpawnDistance = 50 + 15 * level; mapBuilder.Seed = UnityEngine.Random.value; audiosys.LowerVolume(); dialogue = GameObject.FindObjectOfType <AnimController>(); if (level == 0) { dialogue.Dialogue = GameStartDialogue; } else { dialogue.Dialogue = LevelStartDialogue; } dialogue.OnDialogueEnd = () => { pc.Active = true; audiosys.BackToNormalVolume(); }; dialogue.StartAnim = true; } }
public PlayerPres(IPlayerView view) : base(ENTITY_TYPE.PLAYER) { _character = CharacterModel.Create(Type, Id); _character.MoveSpeed = 100; var collState = InteractStateModel.Create(Type, Id); var interactController = new InteractController(collState.obj); _view = view; _view.interactController = interactController; _character.Position = _view.Position; _view.Subscribe(OnViewChanged); _animState = AnimStateModel.Create(Type, Id); _animController = _view.CreateAnimController(_animState.obj); AddAnimation(Const.ANIMATION.IDLE, "Standing Idle"); AddAnimation(Const.ANIMATION.WALK_FW, "Standing Walk Forward"); AddAnimation(Const.ANIMATION.WALK_BW, "Standing Walk Back"); AddAnimation(Const.ANIMATION.WALK_LEFT, "Standing Walk Left"); AddAnimation(Const.ANIMATION.WALK_RIGHT, "Standing Walk Right"); AddAnimation(Const.ANIMATION.RUN_FW, "Standing Run Forward"); AddAnimation(Const.ANIMATION.RUN_BW, "Standing Run Back"); AddAnimation(Const.ANIMATION.RUN_LEFT, "Standing Run Left"); AddAnimation(Const.ANIMATION.RUN_RIGHT, "Standing Run Right"); AddAnimation(Const.ANIMATION.ATTACK_FIREBALL_BIG, "Standing 1H Magic Attack 01"); AddAnimation(Const.ANIMATION.ATTACK_FIREBALL_SMALL, "Standing 2H Magic Attack 01"); AddAnimation(Const.ANIMATION.ATTACK_SPELL_GROUND, "Standing 2H Cast Spell 01"); _fsm = new PlayerFSM(this, _animState.obj, _character.obj); }
public override void Update(float deltaTime, Camera cam) { if (!item.body.Enabled) { return; } if (!picker.HasSelectedItem(item)) { IsActive = false; } reloadTimer -= deltaTime; if (reloadTimer < 0) { reloadTimer = 0; } if (!picker.IsKeyDown(InputType.Aim) && !hitting) { hitPos = 0.0f; } ApplyStatusEffects(ActionType.OnActive, deltaTime, picker); if (item.body.Dir != picker.AnimController.Dir) { Flip(); } AnimController ac = picker.AnimController; //TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items) if (!hitting) { bool aim = picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent <Ladder>() != null); if (aim) { hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4)); ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos); } else { hitPos = 0; ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle); } } else { hitPos = MathUtils.WrapAnglePi(hitPos - deltaTime * 15f); ac.HoldItem(deltaTime, item, handlePos, new Vector2(2, 0), Vector2.Zero, false, hitPos, holdAngle + hitPos); // aimPos not used -> zero (new Vector2(-0.3f, 0.2f)), holdPos new Vector2(0.6f, -0.1f) if (hitPos < -MathHelper.PiOver2) { RestoreCollision(); hitting = false; hitTargets.Clear(); hitPos = 0; } } }
private void ControlConfig(bool value) { this.anim = GetComponent <AnimController>(); this.input = GetComponent <InputController>(); this.ai = GetComponent <AIController>(); this.input.enabled = value; this.ai.enabled = !value; }
public override void Hide() { AnimController.ClearQueue(); AnimController.AddAnim(new UiAnimationFade(gameObject, 0.25f, UiAnimationFade.FadeType.Out)); AnimController.AddDelay(0.5f); AnimController.AddAction("Destroy", () => Destroy(gameObject)); AnimController.PlayAnimations(); }
// Use this for initialization void Start() { _setTarget = false; move_ctr = gameObject.transform.parent.GetComponentInChildren <MoveController>(); player_ctr = GameObject.Find("Controller").GetComponent <PlayerController>(); anim_ctr = gameObject.transform.parent.GetComponent <AnimController>(); direction = move_ctr.direc; }
public void PlayAnimationAtPosition(AnimationClip clip) { if (transformVar != null) { pendingActions++; AnimController.PlayAnimAt(clip, GetPos(transformVar), true); } }
private AnimController animController; // The animation controller // Use this for initialization void Awake() { // Assign some vars noGravityScript = GetComponent <NoGravityPhysicsStuff> (); animController = GetComponent <AnimController> (); rigBody = GetComponent <Rigidbody> (); canGrab = false; }
private void InventoryKeyManipulation(string number) { Item selectedItem = this.inventory.GetItemList().Where(id => id.actionKey == number).FirstOrDefault(); if (selectedItem != null) { if (selectedItem.itemType == Item.ItemType.GoldenKey || selectedItem.itemType == Item.ItemType.SilverKey) { if (_selection != null) { if (_selection.name == "CurvedDrawer" || _selection.name == "Drawer1" || _selection.name == "Drawer2" || _selection.name == "Drawer3" || _selection.name == "Drawer4") { if (selectedItem.id == 11) { UnlockSound.Play(); //_selection.GetComponent<BoxCollider>().enabled = false; this.CurvedDrawerUnLocked = true; SelectableObject selectedObject = GameObject.Find("CurvedDrawer").GetComponent <SelectableObject>(); selectedObject.locked = false; Debug.Log("Curved drawer is unlocked."); inventory.RemoveItem(selectedItem); objectManipulation.ShowFloatingText(_selection.name, _selection.tag); } else { StartCoroutine(objectManipulation.ShowWarningText("Wrong Key!")); } } else if (_selection.name == "Door") { if (selectedItem.id == 22) { UnlockSound.Play(); this.DoorUnLocked = true; SelectableObject selectedObject = GameObject.Find("Door").GetComponent <SelectableObject>(); selectedObject.locked = false; Debug.Log("Door is unlocked."); inventory.RemoveItem(selectedItem); StartCoroutine(objectManipulation.ShowWarningText("Get Out!")); AnimController ac1 = GameObject.Find("WallNorth").GetComponent <AnimController>(); ac1.StartDoorAnimation(); DoorOpenSound.Play(); } else { StartCoroutine(objectManipulation.ShowWarningText("Wrong Key!")); } } } } else { UiInventoryRead.SetActive(true); Transform rawImage = UiInventoryRead.transform.GetChild(0).GetChild(0); rawImage.GetComponent <RawImage>().texture = selectedItem.inventoryImage; } } }
/// <summary> /// Setup initial alpha values /// </summary> void Setup() { // Set initial alpha via hack :^) AnimController.AddAnim(new UiAnimationFade(ReadyTitle.gameObject, 0f, UiAnimationFade.FadeType.Out), false); AnimController.AddAnim(new UiAnimationFade(ReadyTimer.gameObject, 0f, UiAnimationFade.FadeType.Out), false); AnimController.AddAnim(new UiAnimationFade(Top.gameObject, 0f, UiAnimationFade.FadeType.In), false); AnimController.PlayAnimations(); }
private void Start() { rigidBody = GetComponent <Rigidbody>() as Rigidbody; animController = this.gameObject.GetComponent(typeof(AnimController)) as AnimController; //Hit everything under layer 8 layerMask = 1 << 8; layerMask = ~layerMask; }
/// <summary> /// Invinsible 시간 종료 시 실행됩니다. /// </summary> public void Test_OnInvinsibleTimeEnd() { if (IsInvinsible) { IsInvinsible = false; //피격 레이어 Off. AnimController.SetLayerWeight(1, 0f); } }
private void Start() { currentLevel = GameManager.Instance.GetLevelBarController().GetCurrentLevel(); SetHealth(); animController = GameManager.Instance.GetAnimController(); scoreAndCoinController = GameManager.Instance.GetScoreAndCoinController(); uiController = GameManager.Instance.GetUIController(); textHealth.text = health.ToString(); }
private void Start() { animController = GameManager.Instance.GetAnimController(); gameCanvases[0].gameObject.SetActive(true); gameCanvases[1].gameObject.SetActive(false); gameCanvases[2].gameObject.SetActive(false); gameCanvases[3].gameObject.SetActive(false); gameCanvases[4].gameObject.SetActive(false); }
// 琚?彫鍞ゅ洖璋僡a protected void MonsterSummoned() { WhenEnterTrigger(gameObject, new int[4] { 0, 0, 0, 0 }); // if (NotifySummoned != null) { NotifySummoned(this); } // renderNode.SetActive(true); //< 鎵撳紑娓叉煋鑺傜偣aa // mMotionController.enabled = true; //< 鎵撳紑鍔ㄤ綔鎺у埗鍣╝a // 閫忔槑搴?a mDisappeared = false; mCurrentAlpha = 1.0f; SetAlpha(mCurrentAlpha); // 璁板綍棣栨?琚?彫鍞ょ殑浣嶇疆鍜屽Э鎬乤a if (mIsFirstSummoned) { mIsFirstSummoned = false; mFirstSummonedPosition = this.gameObject.transform.position; mFirstSummonedRotation = this.gameObject.transform.rotation; } // 鍑虹敓闊虫晥\鐗规晥\鍔ㄧ敾aa if (bornValid) { if (bornAinm != null && bornAinm.Length != 0) { AnimationState state = AnimController[bornAinm]; if (state != null) { //Debug.Log(gameObject.name + "\n"); state.layer = 20; //state.speed = 0.5f; state.wrapMode = WrapMode.Once; AnimController.Play(bornAinm, PlayMode.StopAll); } } if (bornEffect != null && bornEffect.Length != 0) { attachEffect(bornEffect, "gamelevel", transform.localPosition, transform.localRotation, 1.0f, 5.0f); } if (bornAudio != null && bornAudio.Length != 0) { PlayAudio(bornAudio); } } }
public void TakeDamage(int damage) { _curProperty.hp -= damage < 0? 0:damage; HpBarUpDate(); if (_curProperty.hp <= 0) { AnimController.SetAnim(SoliderAnimState.Dead); Destroy(gameObject); } }
// Use this for initialization void Start() { move_ctr = transform.parent.GetComponentInChildren <MoveController>(); player_ctr = GameObject.Find("Controller").GetComponent <PlayerController>(); PotObj = GameObject.FindObjectOfType <PotController>().gameObject; anim_ctr = move_ctr.gameObject.transform.parent.GetComponent <AnimController>(); _onLandding = false; _onFallBlock = false; _onMoveCloud = false; nowDirec = move_ctr.direc; }
void Start() { offset = transform.position.y + 0.9f; //might need to change according to gravity delay = 1; yPos = transform.position.y; originalY = yPos; reachedUp = false; movingUpAndDown = false; player = GameObject.Find("Player"); playerCtrl = player.GetComponent <AnimController>(); }
void Start() { _playerAnim = GetComponent<AnimController>(); _playerMovement = GetComponent<MoveController>(); }
void Awake() { instance = this; }