// 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>();
 }
Example #5
1
    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player");

        anim = GetComponent<Animator>();
        charControl = GetComponent<CharacterController>();
    }
Example #6
0
 // 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);
	}
Example #8
0
	void OnLevelWasLoaded(int level)
	{
		//opens eyes at the start of every level
			animator = this.GetComponent<Animator> ();
			animator.SetBool ("Open", true);
			eyesOpen = true;
	}
Example #9
0
    void AssignReferences()
    {
        myCollider = GetComponent<Collider2D>();
        myCollider.isTrigger = true;

        animator = GetComponent<Animator>();
    }
Example #10
0
	// 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;
 }
Example #12
0
 void Awake()
 {
     this.steering = this.gameObject.GetComponent<SteeringController>();
     this.animator = this.gameObject.GetComponent<Animator>();
     this.ik = this.animator.GetComponent<IKController>();
     this.RegisterWithIK();
 }
Example #13
0
	// 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>();
	}
Example #14
0
 //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);
	}
Example #17
0
	 // 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();
		}
	}
Example #18
0
    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;
    }
Example #19
0
 void Awake()
 {
     rb2d = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     aud = GetComponent<AudioSource>();
     jps = transform.GetChild(2).GetComponent<ParticleSystem>();
 }
Example #20
0
 void Awake()
 {
     anim = GetComponent <Animator> ();
     playerAudio = GetComponent <AudioSource> ();
     playerMovement = GetComponent <PlayerMovement> ();
     currentHealth = startingHealth;
 }
Example #21
0
 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);
 }
Example #23
0
    // 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);
		}
		
		
	}
Example #25
0
	void Start(){
		player = GameObject.FindGameObjectWithTag ("Player").transform;
		playerAtkAndDamge = player.GetComponent<PlayerATKAndDamage> ();
		cc = this.GetComponent<CharacterController> ();
		animator = this.GetComponent<Animator> ();
		attackTimer = attackTime;
	}
Example #26
0
    void Start()
    {
        animator = GetComponent<Animator>();
        status = GetComponent<CharacterStatus>();

        prePosition = transform.position;
    }
Example #27
0
	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>();
	}
Example #28
0
 void Awake()
 {
     inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>();
     controller = gameObject.GetComponent("CharacterController") as CharacterController;
     animator = GetComponent<Animator>();
     canAttack = true;
 }
Example #29
0
 // 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!");
		}
	}