// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.gameObject.GetComponent<Enemy>().indexPos == 0){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(1)").transform.position, GameObject.Find("skillSpawn(1)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy1Attack"; } } if(animator.gameObject.GetComponent<Enemy>().indexPos == 1){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(2)").transform.position, GameObject.Find("skillSpawn(2)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy2Attack"; } } if(animator.gameObject.GetComponent<Enemy>().indexPos == 2){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(3)").transform.position, GameObject.Find("skillSpawn(3)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy3Attack"; } } }
// Use this for initialization void Start() { for (int i = 0; i < this.transform.childCount; i++) { GameObject obj = this.transform.GetChild(i).gameObject; Animator animator = obj.GetComponentInChildren<Animator>(); this.animatorList.Add(animator); obj.SetActive(false); } switch (showType) { case ShowType.Enumeration: { for(int i = 0; i < animatorList.Count; i++){ GameObject obj = animatorList[i].transform.parent.gameObject; obj.SetActive(true); float x = -20 + (i / 5) * 5; float y = 10 - (i % 5) * 5; Vector3 pos = new Vector3(x, y, i); obj.transform.localPosition = pos; } break; } case ShowType.Queue: { if(animatorList.Count >= 1){ currentAnimator = animatorList[0]; GameObject obj = currentAnimator.transform.parent.gameObject; obj.SetActive(true); } break; } } }
void Awake() { floorMask = LayerMask.GetMask("Floor"); anim = GetComponent<Animator>(); pRigidBody = GetComponent<Rigidbody>(); }
void Start() { _t = transform; _animator = GetComponent<Animator>(); _controller = GetComponent<CharacterController>(); _rigidbody = GetComponent<Rigidbody>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); anim = GetComponent<Animator>(); charControl = GetComponent<CharacterController>(); }
// Use this for initialization void Start() { this.player = PlayerController.instance; this.rb2d = this.GetComponent<Rigidbody2D> (); this.melee = this.GetComponent<MeleeAttacker> (); this.animator = this.GetComponent<Animator> (); }
void Start () { this.anim1 = this.conversante1.GetComponent<Animator> (); this.anim2 = this.conversante2.GetComponent<Animator> (); this.texto = GameObject.Find ("Dialogo").GetComponent<Text> (); TextAsset archivo = Resources.Load(this.fichero) as TextAsset; this.contenidoFichero = archivo.text; this.conversaciones = this.contenidoFichero.Split ('\n'); this.numConver = 0; this.primeraConversacion = true; this.siguienteConversacion = false; this.audioActual = this.gameObject.GetComponent<AudioSource> (); //Inicializamos el clip del audio. this.audioActual.clip = this.audio1; //Registramos la informacion del Analytics if (Tracker.T () != null) { this.registrarTracker (); } if (this.fichero == "Transicion1") this.anim2.SetBool("contenta", false); }
void OnLevelWasLoaded(int level) { //opens eyes at the start of every level animator = this.GetComponent<Animator> (); animator.SetBool ("Open", true); eyesOpen = true; }
void AssignReferences() { myCollider = GetComponent<Collider2D>(); myCollider.isTrigger = true; animator = GetComponent<Animator>(); }
// Use this for initialization void Start() { rigid = GetComponent<Rigidbody2D>(); box = GetComponent<BoxCollider2D>(); esperando = espera; anim = GetComponent<Animator>(); }
protected void Start() { // get the Animator m_animator = gameObject.GetComponent<Animator>(); m_initialRotation = transform.localRotation; m_initialPosition = transform.localPosition; }
void Awake() { this.steering = this.gameObject.GetComponent<SteeringController>(); this.animator = this.gameObject.GetComponent<Animator>(); this.ik = this.animator.GetComponent<IKController>(); this.RegisterWithIK(); }
// Use this for initialization void Start () { //Get a component reference to the Character's animator component animator = GetComponent<Animator>(); render = GetComponent<SpriteRenderer>(); //Get the rigid body on the prefab bullBody = GetComponent<Rigidbody2D>(); //Set our bullet strength and speed strength = 4; speed = 40; //Go after our player! player = GameObject.Find("Player").GetComponent<Player>(); //Get our Player current Direction if (player.getDirection () > 0 || (player.getDirection() == 0 && player.getLastDirection() > 0 )) { animator.SetInteger ("Direction", 1); playerRight = true; } else { playerRight = false; animator.SetInteger ("Direction", -1); } //Play our shooting sound shoot = GameObject.Find ("Shoot").GetComponent<AudioSource> (); shoot.Play (); //Get our camera script actionCamera = Camera.main.GetComponent<ActionCamera>(); }
//private float jumpVector = 0.5f; //factor needed in relation to vertical moving platforms void Awake() { anim = GetComponent<Animator> (); _speed = GetComponent<Boar_AI2> ().speed; _agroSpeed = GetComponent<Boar_AI2> ().agroSpeed; tempScale = new Vector3 (1, 1, 1); }
// Use this for initialization void Start () { rbd2D = GetComponent<Rigidbody2D> (); anim = GetComponent<Animator> (); aL = (Arrow_Launch)FindObjectOfType (typeof(Arrow_Launch)); directEnemy = (Enemy_Controller)FindObjectOfType (typeof(Enemy_Controller)); pStatus = (Player_Status)FindObjectOfType (typeof(Player_Status)); }
// Use this for initialization void Start () { Screen.autorotateToPortrait = false; Screen.autorotateToPortraitUpsideDown = false; animator = GetComponent<Animator>(); forwardMovementSpeed = initialForwardMovementSpeed; Debug.Assert(social != null && leaderboards != null); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(stateInfo.IsName("LongGunPullOut")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnLongGunPullOutFinish(); } else if(stateInfo.IsName("SmallWeaponPullOut")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnPistolPullOutFinish(); } else if(stateInfo.IsName("LongGunPutAway")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnLongGunPutAwayFinish(); } else if(stateInfo.IsName("SmallWeaponPutAway")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnPistolPutAwayFinish(); } else if(stateInfo.IsName("GrenadePullOut")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnGrenadePullOutFinish(); } else if(stateInfo.IsName("MeleeDraw")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnMeleePullOutFinish(); } }
void Start() { animator = GameObject.Find("Player").GetComponent<Animator>(); if (!animator) { Debug.LogError("Missing animator!"); } basePlayer = GameObject.Find("Player").GetComponent<BasePlayer>(); if (!basePlayer) { Debug.LogError("Missing BasePlayer script!"); } audioSource = GameObject.Find("Player").GetComponent<AudioSource>(); if (!audioSource) { Debug.LogError("Missing audio source!"); } if (!cooldownIndicator) { Debug.LogError("Missing cooldown button!"); } if (clip.Length == 0) { Debug.LogError("0 sounds for attacking!"); } timer = 0f; targets = new List<BaseNPC>(); attacking = false; }
void Awake() { rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); aud = GetComponent<AudioSource>(); jps = transform.GetChild(2).GetComponent<ParticleSystem>(); }
void Awake() { anim = GetComponent <Animator> (); playerAudio = GetComponent <AudioSource> (); playerMovement = GetComponent <PlayerMovement> (); currentHealth = startingHealth; }
void Start() { mobGun = GameObject.Find("mobGun"); anim = GetComponent<Animator>(); agent = GetComponent<NavMeshAgent>(); player = GameObject.Find("Player"); }
// Use this for initialization void Start() { anim = GetComponent<Animator> (); cameraObj = GameObject.FindGameObjectWithTag("MainCamera"); cameraScript = cameraObj.GetComponent<CameraScript>(); anim.SetBool ("is2DMode", false); }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); animator.Play("DayNight", -1, Game.CurrentTime / 24f); animator.speed = 0f; }
void Awake(){ audio = this.gameObject.AddComponent<AudioSource>(); audio.playOnAwake = false; audio.loop = false; my_transform = this.gameObject.GetComponent<Transform> (); move_enemy = my_transform.Find ("ob"); if(move_enemy == null){ Debug.Log("move_enemy is null"); } player = move_enemy.Find("fast_move_enemy").gameObject.GetComponent<Animator>(); up_check = my_transform.Find ("up_check"); down_check = my_transform.Find ("down_check"); left_check = my_transform.Find ("left_check"); right_check = my_transform.Find ("right_check"); if (stand_direction == 1) { player.CrossFade ("stand", 0); } else if (stand_direction == 2) { player.CrossFade ("down",0); }else if (stand_direction == 3) { player.CrossFade ("left_stand",0); }else if (stand_direction == 4) { player.CrossFade ("right_stand",0); } }
void Start(){ player = GameObject.FindGameObjectWithTag ("Player").transform; playerAtkAndDamge = player.GetComponent<PlayerATKAndDamage> (); cc = this.GetComponent<CharacterController> (); animator = this.GetComponent<Animator> (); attackTimer = attackTime; }
void Start() { animator = GetComponent<Animator>(); status = GetComponent<CharacterStatus>(); prePosition = transform.position; }
void Start () { //Border for the submarine. used for movement restriction screenRatio = (float)Screen.width / (float)Screen.height; widthOrtho = Camera.main.orthographicSize * screenRatio; subBoundaryRadius = 1f; //Initalize hp hp = HP_MAX; //Set player speed speed = 3.0f; //Initalize ability cool down time boostDuration = BOOST_TIME; itemBoost = false; //Initalize virus cool down time virusDuration = VIRUS_TIME; virusBoost = false; //Screen flash when player is hit hit = GameObject.FindWithTag ("flash"); hit.GetComponentInChildren<RawImage>().enabled = false; //Get Animator playerAnimation = GetComponent<Animator>(); }
void Awake() { inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>(); controller = gameObject.GetComponent("CharacterController") as CharacterController; animator = GetComponent<Animator>(); canAttack = true; }
// Use this for initialization void Start() { startPos = transform.position; rigidbody2D.velocity = new Vector3(0, force, 0); anim = gameObject.GetComponent<Animator>(); timer = 0; }
// Use this for initialization void Start () { animator = transform.GetComponentInChildren<Animator>(); if(animator == null) { Debug.LogError("Didn't find animator!"); } }