private void Awake() { manualInput = GetComponent <ManualInput>(); animationProgress = GetComponent <AnimationProgress>(); aiProgress = GetComponentInChildren <AIProgress>(); damageDetector = GetComponentInChildren <DamageDetector>(); boxCollider = GetComponent <BoxCollider>(); animator = GetComponentInChildren <Animator>(); obstacle = GetComponent <NavMeshObstacle>(); collisionSpheres = GetComponentInChildren <CollisionSpheres>(); collisionSpheres.owner = this; CollisionSpheres.SetupColliders(boxCollider, out float bottom, out float top, out float front, out float back, out float right, out float left); collisionSpheres.PlaceEdgeSphere(bottom, top, front, back, left, right); collisionSpheres.FindEveryChild(gameObject.transform); aiController = GetComponentInChildren <AIController>(); if (aiController == null) { if (obstacle != null) { obstacle.carving = true; } } RegisterCharacter(); }
protected void InitializeController() { characterState = GetComponent <CharacterState>(); characterInventory = GetComponent <CharacterInventory>(); animationProgress = new AnimationProgress(); characterAnimator = GetComponentInChildren <Animator>(); characterRigidbody = GetComponent <Rigidbody>(); }
private void Awake() { bool SwitchBack = false; if (!IsFacingForward()) { SwitchBack = true; } FaceForward(true); SetColliderSpheres(); if (SwitchBack) { FaceForward(false); } animationProgress = GetComponent <AnimationProgress>(); damageDetector = GetComponentInChildren <DamageDetector>(); }
private void AnimationTimerOnTick(object sender, EventArgs eventArgs) { for (int i = 0; i < this._animationProgresses.Count; i++) { this.UpdateProgress(i); int num; if (!this.Singular) { if (this._animationDirections[i] == AnimationDirection.InOutIn && this._animationProgresses[i] == 1.0) { this._animationDirections[i] = AnimationDirection.InOutOut; continue; } if (this._animationDirections[i] == AnimationDirection.InOutRepeatingIn && this._animationProgresses[i] == 0.0) { this._animationDirections[i] = AnimationDirection.InOutRepeatingOut; continue; } if (this._animationDirections[i] == AnimationDirection.InOutRepeatingOut && this._animationProgresses[i] == 0.0) { this._animationDirections[i] = AnimationDirection.InOutRepeatingIn; continue; } if (this._animationDirections[i] == AnimationDirection.In && this._animationProgresses[i] == 1.0) { goto IL_0160; } if (this._animationDirections[i] == AnimationDirection.Out && this._animationProgresses[i] == 0.0) { goto IL_0160; } num = ((this._animationDirections[i] == AnimationDirection.InOutOut && this._animationProgresses[i] == 0.0) ? 1 : 0); goto IL_0161; } if (this._animationDirections[i] == AnimationDirection.InOutIn && this._animationProgresses[i] == 1.0) { this._animationDirections[i] = AnimationDirection.InOutOut; } else if (this._animationDirections[i] == AnimationDirection.InOutRepeatingIn && this._animationProgresses[i] == 1.0) { this._animationDirections[i] = AnimationDirection.InOutRepeatingOut; } else if (this._animationDirections[i] == AnimationDirection.InOutRepeatingOut && this._animationProgresses[i] == 0.0) { this._animationDirections[i] = AnimationDirection.InOutRepeatingIn; } continue; IL_0161: if (num != 0) { this._animationProgresses.RemoveAt(i); this._animationSources.RemoveAt(i); this._animationDirections.RemoveAt(i); this._animationDatas.RemoveAt(i); } continue; IL_0160: num = 1; goto IL_0161; } AnimationProgress onAnimationProgress = this.OnAnimationProgress; if (onAnimationProgress != null) { onAnimationProgress(this); } }