void InitialAnim() { mAnim = GetComponent<Animator>(); if(mAnim != null) { Monitor[] monitors = mAnim.GetBehaviours<Monitor>(); for (int Indx = 0; Indx < monitors.Length; ++Indx) monitors [Indx].AnimationEventFunc = AnimEventHandle; CameraTypeId = Animator.StringToHash ("CameraType"); } }
void Start () { // fighter is the model, fighterAnimator is the animation controller, we need access to it here in order // to set the correct bools that trigger different animation states fighterAnimator = fighter.GetComponent<Animator> (); // Capture the animation behaviors that underlie each state. animatedBehaviours = fighterAnimator.GetBehaviours<BufferedStateMachineBehaviour>(); UnityEngine.Debug.Log ("PWD: " + Directory.GetParent(Directory.GetCurrentDirectory()).FullName); health = 1000.0f; // Debug for animation maxHealth = health; gravity = 0.05f; initialJumpVelocity = .61f; blockPercentage = 1.0f; reach = 0.0f; attackDamage = 0.0f; lowAttack = false; inputHold = false; attackWasThrown = false; attackWasFinished = false; attackHit = false; blocking = false; lowBlocking = false; GameObject MIObj = GameObject.Find ("Info"); MenuInfo MI_gd = MIObj.GetComponent<MenuInfo> (); if (player1) { if (MI_gd.isp1AI ()) { setPlayerAI (); } playerBodyBox = GameObject.Find ("Player1BodyBox"); playerHitBox = GameObject.Find ("Player1HitBox"); playerBlockBox = GameObject.Find ("Player1BlockBox"); if (isAI) { int inPort = 4998; playerAI = new AI (inPort, inPort + 1); playerAI.verifyNetwork (); } else { Up = KeyCode.W; Down = KeyCode.S; Left = KeyCode.A; Right = KeyCode.D; Run = KeyCode.LeftShift; Attack1 = KeyCode.Q; Attack2 = KeyCode.E; Block = KeyCode.F; } } else { // player 2 if (MI_gd.isp2AI ()) { setPlayerAI (); } playerBodyBox = GameObject.Find ("Player2BodyBox"); playerHitBox = GameObject.Find ("Player2HitBox"); playerBlockBox = GameObject.Find ("Player2BlockBox"); if (isAI){ int inPort = 5998; playerAI = new AI (inPort, inPort + 1); playerAI.verifyNetwork (); } else { Up = KeyCode.I; Down = KeyCode.K; Left = KeyCode.J; Right = KeyCode.L; Run = KeyCode.RightShift; Attack1 = KeyCode.U; Attack2 = KeyCode.O; Block = KeyCode.H; } } }
void Awake() { // Find a reference to the Animator component in Awake since it exists in the scene. animator = GetComponent <Animator> (); if (animator) { CreatureStateMachineBehavior[] all_behaviors = animator.GetBehaviours<CreatureStateMachineBehavior>(); for(int i=0;i<all_behaviors.Length;i++) { all_behaviors[i].game_controller = this; } } }
void Start() { animator = GetComponent<Animator>(); foreach(SlidingDoorStateBehaviour behaviour in animator.GetBehaviours<SlidingDoorStateBehaviour>()) { behaviour.AddListener(this); } for(int i=0; i<floorPositions.Length; i++) { floorPositions[i].y = floorPositions[0].y + i * GameController.floorHeight; } currentTargetFloor = currentFloor; positionDriver = new TransformAnimator(); targetFloors = 0; transform.position = GetFloorPosition(currentFloor); }
void InitialAnim() { mAnim = GetComponent<Animator>(); Monitor[] monitors = mAnim.GetBehaviours<Monitor>(); for (int Indx = 0; Indx < monitors.Length; ++Indx) monitors [Indx].AnimationEventFunc = AnimEventHandle; AttackTypeId = Animator.StringToHash ("AttackType"); ActionTypeId = Animator.StringToHash ("ActionType"); triggerActionId = Animator.StringToHash ("triggerAction"); }