void Awake() { enemy_Anim = GetComponent <CharacterAnimations>(); navAgent = GetComponent <NavMeshAgent>(); playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform; }
public void SetAnimation(CharacterAnimations.States newState) { if (characterAnimations.AnimationState != newState) { characterAnimations.AnimationState = newState; } }
// Start is called before the first frame update void Awake() { EnemyAnimations = GetComponent <CharacterAnimations>(); navagent = GetComponent <NavMeshAgent>(); Playertarget = GameObject.FindGameObjectWithTag("Player").transform; soundFX = GetComponentInChildren <CharacterSoundFX>(); }
public override void Initialize() { FindModules <AnimationModule>().ForEach(a => Animations.Add(a, new AnimationController(services.Make <AnimationModule>(a), services))); FindModules <CharacterAnimationModule>().ForEach(a => CharacterAnimations.Add(a, new CharacterAnimationController(services.Make <CharacterAnimationModule>(a), services))); FindModules <CharacterModule>().ForEach(a => Characters.Add(a, new CharacterController(services.Make <CharacterModule>(a), services))); FindModules <ItemModule>().ForEach(a => Items.Add(a, new ItemController(services.Make <ItemModule>(a), services))); FindModules <InventoryItemModule>().ForEach(a => InventoryItems.Add(a, new InventoryItemController(services.Make <InventoryItemModule>(a), services))); FindModules <RoomModule>().ForEach(a => Rooms.Add(a, new RoomController(services.Make <RoomModule>(a), services))); PreInitialize(); Animations.Values.ForEach(a => a.PreInitialize()); CharacterAnimations.Values.ForEach(c => c.PreInitialize()); Characters.Values.ForEach(c => c.PreInitialize()); Items.Values.ForEach(i => i.PreInitialize()); InventoryItems.Values.ForEach(i => i.PreInitialize()); Rooms.Values.ForEach(r => r.PreInitialize()); Animations.Values.ForEach(a => a.Initialize()); CharacterAnimations.Values.ForEach(c => c.Initialize()); Characters.Values.ForEach(c => c.Initialize()); Items.Values.ForEach(i => i.Initialize()); InventoryItems.Values.ForEach(i => i.Initialize()); Rooms.Values.ForEach(r => r.Initialize()); base.Initialize(); }
private void Awake() { enemyAnim = GetComponent <CharacterAnimations>(); agent = GetComponent <NavMeshAgent>(); PlayerPos = GameObject.FindGameObjectWithTag(Tags.PLAYER).transform; gameplayManager = FindObjectOfType <GameplayManager>(); }
public void Start() { spelplan = GameObject.Find("Spelplan"); characterAnimations = GameObject.Find("PlayerMary").GetComponent <CharacterAnimations>(); enemyAnimations = GameObject.Find("PlayerEnemy").GetComponent <EnemyAnimations>(); rewardScreen = GameObject.Find("PController").GetComponent <RewardScreen>(); lastMove = GameObject.Find("PController").GetComponent <LastMove>(); hellStaff = GameObject.Find("PController").GetComponent <HellStaff>(); darknightStaff = GameObject.Find("PController").GetComponent <DarkNightStaff>(); moonStaff = GameObject.Find("PController").GetComponent <MoonStaff>(); skeletonStaff = GameObject.Find("PController").GetComponent <SkeletonStaff>(); pumpkinStaff = GameObject.Find("PController").GetComponent <PumpkinStaff>(); mirrorStaff = GameObject.Find("PController").GetComponent <MirrorStaff>(); playerTurn = 0; marysHealth = marysMaxHealth; enemyHealth = enemyMaxHealth; firstTurn = true; Marks(playerMarks, enemyMarks); pumpkinStaff.PumpkinStaffPassiveAbility(); lastMove.staffUsed = true; }
void Awake() { if (isPlayer) { _playerController = GetComponent <CharacterAttackController>(); _playerMovement = GetComponent <CharacterMovement>(); _rigidbody = GetComponent <Rigidbody>(); _shootingController = GetComponent <ShootingController>(); } if (isEnemy) { _enemyController = GetComponent <EnemyController>(); _navMeshAgent = GetComponent <NavMeshAgent>(); } if (isViper) { _navMeshAgent = GetComponent <NavMeshAgent>(); _enemyAudio = GetComponent <AudioSource>(); _viperController = GetComponent <TheViperController>(); } _animations = GetComponent <CharacterAnimations>(); }
// Start is called before the first frame update void Awake() { playerAnimation = GetComponent <CharacterAnimations>(); shield = GetComponent <PlayerShield>(); soundFX = GetComponentInChildren <CharacterSoundFX>(); }
void Awake() { soundFx = GetComponentInChildren <CharacterSoundFX>(); enemy_anim = GetComponent <CharacterAnimations>(); navAgent = GetComponent <NavMeshAgent>(); playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform; }
public IEnumerator desactive() { CharacterAnimations component = enemyAnimation.GetComponent <CharacterAnimations>(); yield return(new WaitForSeconds(1f)); component.Damage(false); }
public void TriggerAnimation(CharacterAnimations animationType) { switch (animationType) { case CharacterAnimations.Hit: animator.SetTrigger("hit"); break; } }
void Awake() { playerAnimation = GetComponent <CharacterAnimations>(); playerShield = GetComponent <PlayerShield>(); attackMovement = new AttackMovement(); attackMovement.soundFX = GetComponentInChildren <CharacterSoundFX>(); }
void Start() { characterAnimations = Instantiate(characterAnim_to_instantiate); characterAnimations.transform.SetParent(container); characterAnimations.transform.localEulerAngles = Vector3.zero; characterAnimations.transform.localPosition = Vector3.zero; characterAnimations.Idle(); characterExpressions = characterAnimations.GetComponent <CharacterExpressions> (); }
private int bufferCounter = 0;//number of frames waited to execute an input; public CharacterActions (ICharacterInput _charInput, Rigidbody2D _rbToMove, CharacterSettings _charSettings, CharacterState _charState, CharacterAnimations _charAnimations) { charInput = _charInput; rbToMove = _rbToMove; charSettings = _charSettings; charState = _charState; charAnimations = _charAnimations; }
private void Awake() { anim = GetComponent <CharacterAnimations>(); agent = GetComponent <NavMeshAgent>(); audioSource = GetComponent <AudioSource>(); targetPos = GameObject.FindGameObjectWithTag(Tags.PLAYER).transform; healthController = GetComponent <UniversalHealthController>(); gameplayManager = FindObjectOfType <GameplayManager>(); }
void Awake() { baseMovement = GetComponent <BaseMovementKeyboard>(); anim = GetComponent <CharacterAnimations>(); baseMovement.MoveDirection = Vector3.zero; screenMovement = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0); screenMovementForward = screenMovement * Vector3.forward; screenMovementRight = screenMovement * Vector3.right; }
void Awake() { enemyAnim = GetComponent <CharacterAnimations>(); navAgent = GetComponent <NavMeshAgent>(); attackBehaivor = new AttackMovement(); attackBehaivor.soundFX = GetComponentInChildren <CharacterSoundFX>(); playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform; }
private void OnAnimationDone(CharacterAnimations animation) { if (AnimationDone != null) { AnimationDone.Invoke(this, new AnimationArgs() { Animation = animation }); } }
// Update is called once per frame void Update() { if (cd != cc.direction) { cd = cc.direction; Vector3 dir = CharacterAnimations.GetDirection(cd); //transform.eulerAngles = dir * 90; transform.localPosition = dir * 2 + dir * stats.range * 6 - 2 * Vector3.up; } }
void defend() { CharacterAnimations component = enemyAnimation.GetComponent <CharacterAnimations>(); playerAnimation.Defend(true); shield.ActivateShield(true); component.Damage(true); StartCoroutine(desactive()); }
// Use this for initialization void Start() { imageContainer = (GameObject)Resources.Load("ImageContainer"); StartCoroutine(ChangeImage()); MaxRow = CharacterAnimations.GetAnimationLenght(action); foreach (string s in DrawOrder) { AddEmptyOrRemoveSprite(s); } }
public void SetCharacter(string[,] parameters) { int i; ChangeScreenLayout(ScreenLayout.Dialog); // set characters images and names for (i = 0; i < maxCharsInScreen; i++) { if (parameters[i, 0] != "None") { Character character = charList.characters[i]; if (character.GetBaseSprite() != null) { Resources.UnloadAsset(character.GetBaseSprite()); } character.SetBaseSprite(Resources.Load <Sprite>("Characters/" + parameters[i, 0])); character.SetName(parameters[i, 0]); character.SetMouthAnimation(CharacterAnimations.GetMouthAnimationAssigned(parameters[i, 0])); character.SetEyesAnimation(CharacterAnimations.GetEyeAnimationAssigned(parameters[i, 0])); character.SetAlpha(1f); if (parameters[i, 0] != "None") { character.SetPositionX(float.Parse(parameters[i, 1])); character.SetFacing(1f); } } } // foreach(Character character in charList.characters){ // Image charImg = character.GetBaseSprite(); // // string charName = parameters[i,0]; // // if(charName != "None"){ // float new_x = float.Parse(parameters[i,1]); // // if(!charImg.GetComponent<Character>().isMoving){ // charImg.rectTransform.anchoredPosition = new Vector2(new_x*100f, 0f); // } // // if(i < 2) // charImg.rectTransform.eulerAngles = new Vector3(0, 0, 0); // else // charImg.rectTransform.eulerAngles = new Vector3(0, 180, 0); // } // i++; // } }
private void Awake() { rb = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); animator.runtimeAnimatorController = charSettings.animatorController; charAnimations = new CharacterAnimations(this, charState, animator); charState = new CharacterState(this, charSettings); charIcon = charSettings.charIcon; rb.gravityScale = charSettings.gravityScale; rb.drag = charSettings.linearDrag; }
public void Attack(CharacterAnimations animations) { if (Random.Range(0, 2) > 0) { animations.Attack_1(); soundFX.Attack_1(); } else { animations.Attack_2(); soundFX.Attack_2(); } }
void Awake() { movement = GetComponent <CharacterMovement>(); blocking = GetComponent <PlayerBlocking>(); attackAnim = GetComponent <CharacterAnimations>(); healthController = FindObjectOfType <UniversalHealthController>(); animator = GetComponent <Animator>(); effectController = SpecialEffectController.instance; #region Mobile Buttons // attackButton = GameObject.Find("Attack Button").GetComponent<Button>(); // kickButton = GameObject.Find("Kick Button ").GetComponent<Button>(); // specialAttack_Button = GameObject.Find("Special Attack Button").GetComponent<Button>(); //// buttonColor = GameObject.Find("Special Attack Button").GetComponent<Button>().colors; #endregion }
private void OnEnable() { if (sanity == null) { sanity = transform.parent.parent.parent.GetComponent <CharacterController2D>().sanitySlider.GetComponent <SanityUI>(); } if (anim == null) { anim = transform.parent.parent.parent.GetComponent <CharacterAnimations>(); } Debug.Log("test"); InvokeRepeating("SanityDrain", 1, 1); }
static void Eye_Blink_Anim_Command(string[] param) { string animation_name = param[0]; string[] sprite_names = new string[param.Length - 1]; int j = 1; for (int i = 0; i < sprite_names.Length; i++) { sprite_names[i] = param[j]; j++; } CharacterAnimations.CreateEyeAnimation(animation_name); CharacterAnimations.AssignEyeAnimation(animation_name, sprite_names); }
public void CheckAnimation() { if (LastAnim != action) { ImageIndex = 0; LastAnim = action; MaxRow = CharacterAnimations.GetAnimationLenght(action); } SpriteColumn = ((int)action * 4) + (int)direction; if (SpriteColumn >= CharacterAnimations.MaxColumn - 1) { SpriteColumn = CharacterAnimations.MaxColumn - 1; } transform.localPosition = new Vector3(-ImageIndex * 64 - 32, SpriteColumn * 64 + 32, 0); }
public void SetOn(string characterName, string stateName) { camera.enabled = true; CharacterAnimations character = null; if (characterName == "avatar") { character = julia; } else if (characterName == "zina") { character = zina; } else { character = marian; } CharacterExpressions.states state = CharacterExpressions.states.CONTENTO; switch (stateName) { case "neutro": state = CharacterExpressions.states.NEUTRO; break; case "contento": state = CharacterExpressions.states.CONTENTO; break; case "reflexivo": state = CharacterExpressions.states.REFLEXIVO; break; case "preocupado": state = CharacterExpressions.states.PREOCUPADO; break; case "fastidio": state = CharacterExpressions.states.FASTIDIO; break; } SetOnReal(character, state); }
void Start() { _flingCount = 0; superSizeCount = 0; _immunityCount = 0; animator = GetComponent <CharacterAnimations>(); ability = GetComponentInParent <CharacterAbility>(); Movement = GetComponentInParent <CharacterMovement>(); UI = FindObjectOfType <GameUI>(); CurrentResistanceLevel = playerResistance.none; rend = GetComponent <Renderer>(); rend.enabled = true; materials = Resources.LoadAll <Material>("Materials/Player"); UI.ChangeColour(materials[0]); }
public void SetCharacterSprite(string[] character_sprite) { int i; ChangeScreenLayout(ScreenLayout.Dialog); for (i = 0; i < maxCharsInScreen; i++) { if (character_sprite[i] != "None") { Character character = charList.characters[i]; character.SetBaseSprite(Resources.Load <Sprite>("Characters/" + character_sprite[i])); character.SetName(character_sprite[i]); character.SetMouthAnimation(CharacterAnimations.GetMouthAnimationAssigned(character_sprite[i])); character.SetEyesAnimation(CharacterAnimations.GetEyeAnimationAssigned(character_sprite[i])); } } }
private int[] AnimationStateRange(CharacterAnimations.States state) { int rangeStart = 0; int rangeEnd = 0; int[] range; range = new int[2]; switch (state) { case States.DOWN_IDLE: rangeStart = downIdle; rangeEnd = downIdle; break; case States.UP_IDLE: rangeStart = upIdle; rangeEnd = upIdle; break; case States.LEFT_IDLE: rangeStart = leftIdle; rangeEnd = leftIdle; break; case States.RIGHT_IDLE: rangeStart = rightIdle; rangeEnd = rightIdle; break; case States.DOWN_WALK: rangeStart = downWalkStart; rangeEnd = downWalkEnd; break; case States.UP_WALK: rangeStart = upWalkStart; rangeEnd = upWalkEnd; break; case States.LEFT_WALK: rangeStart = leftWalkStart; rangeEnd = leftWalkEnd; break; case States.RIGHT_WALK: rangeStart = rightWalkStart; rangeEnd = rightWalkEnd; break; case States.DOWN_DANCE: rangeStart = downDanceStart; rangeEnd = downDanceEnd; break; case States.UP_DANCE: rangeStart = upDanceStart; rangeEnd = upDanceEnd; break; case States.LEFT_DANCE: rangeStart = leftDanceStart; rangeEnd = leftDanceEnd; break; case States.RIGHT_DANCE: rangeStart = rightDanceStart; rangeEnd = rightDanceEnd; break; case States.DOWN_STRETCH: rangeStart = downStretchStart; rangeEnd = downStretchEnd; break; case States.UP_STRETCH: rangeStart = upStretchStart; rangeEnd = upStretchEnd; break; case States.LEFT_STRETCH: rangeStart = leftStretchStart; rangeEnd = leftStretchEnd; break; case States.RIGHT_STRETCH: rangeStart = rightStretchStart; rangeEnd = rightStretchEnd; break; case States.DOWN_SWING: rangeStart = downSwingStart; rangeEnd = downSwingEnd; break; case States.UP_SWING: rangeStart = upSwingStart; rangeEnd = upSwingEnd; break; case States.LEFT_SWING: rangeStart = leftSwingStart; rangeEnd = leftSwingEnd; break; case States.RIGHT_SWING: rangeStart = rightSwingStart; rangeEnd = rightSwingEnd; break; case States.DOWN_BOW: rangeStart = downBowStart; rangeEnd = downBowEnd; break; case States.UP_BOW: rangeStart = upBowStart; rangeEnd = upBowEnd; break; case States.LEFT_BOW: rangeStart = leftBowStart; rangeEnd = leftBowEnd; break; case States.RIGHT_BOW: rangeStart = rightBowStart; rangeEnd = rightBowEnd; break; case States.RIGHT_PRAY: rangeStart = rightStretchStart + 1; rangeEnd = rightStretchStart + 2; break; case States.FALL: rangeStart = fallStart; rangeEnd = fallEnd; break; case States.FALLEN: rangeStart = fallEnd; rangeEnd = fallEnd; break; case States.SLEEPING: rangeStart = sleeping; rangeEnd = sleeping; break; case States.SLEEPY: rangeStart = sleepy; rangeEnd = sleepy; break; default: Debug.Log("YA DONE GOOFED"); break; } range[0] = rangeStart; range[1] = rangeEnd; return range; }
void SetMonsterMovementSpeed( CharacterAnimations.AnimationList monsterAnimation ){ switch( monsterAnimation ){ case CharacterAnimations.AnimationList.Walking: this.runSpeed = MONSTER_MOVE_SPEED_MIN; break; case CharacterAnimations.AnimationList.Running: this.runSpeed = MONSTER_MOVE_SPEED_MAX; break; } }
void StartMovementAnimation( CharacterAnimations.AnimationList monsterAnimation ) { if ( travelDistance > PLAYER_BODY_WIDTH && monsterAnimation != characterAnimations.runningAnimation ) { characterAnimations.PlayNewAnimation( monsterAnimation, true ); SetMonsterMovementSpeed( monsterAnimation ); StartCoroutine( "DisplayMonsterMovement" ); } }
public void MoveMonster( Vector3 worldCoordinates, CharacterAnimations.AnimationList animation ){ if( this.ShouldChangeDirectionFacing( worldCoordinates.x ) ) { ChangeDirectionFacing( ); } monsterPosition = NewMonsterPosition( worldCoordinates ); travelDistance = FindDistanceToTravel( ); StartMovementAnimation( animation ); }
void Awake( ) { base.Start( ); characterAnimations = new CharacterAnimations( ); characterAnimations.InitAnimations( this.gameObject ); this.StateChanged += StateChangeHandler; }
public IEnumerator Move(int animatorDirection, float newPositionValue, CharacterAnimations.States state, float speed = 0.02f) { AnimationState = state; switch (animatorDirection) { case 4: while (gameObject.transform.position.x >= newPositionValue) { gameObject.transform.Translate(-speed, 0.0f, 0.0f); yield return null; } break; case 3: while (gameObject.transform.position.x <= newPositionValue) { gameObject.transform.Translate(speed, 0.0f, 0.0f); yield return null; } break; case 2: while (gameObject.transform.position.y >= newPositionValue) { gameObject.transform.Translate(0.0f, -speed, 0.0f); yield return null; } break; case 1: while (gameObject.transform.position.y <= newPositionValue) { gameObject.transform.Translate(0.0f, speed, 0.0f); yield return null; } break; } yield break; }
public IEnumerator PlayAnimation(CharacterAnimations.States state, bool resumeAfter=false) { StopCoroutine("StateMachine"); int rangeStart = AnimationStateRange(state)[0]; int rangeEnd = AnimationStateRange(state)[1]; for (int i = rangeStart; i < rangeEnd; i++) { Sprite_Renderer.sprite = sprites[i]; yield return new WaitForSeconds(animationSpeed); } if (resumeAfter) { StartCoroutine("StateMachine"); } yield break; }
void Awake() { playerAnimator = player.GetComponent<CharacterAnimations>(); playerParticles = player.GetComponent<CharacterParticleController>().heal; // ._. trello (Note Name: CharacterParticleController) playerHPText = player.GetComponent<HPText>(); }
// !----! public void init(GameObject player, GameObject enemy) { playerWorldObject = player; enemyWorldObject = enemy; battleState = BattleState.IDLE; actualActor = Actor.PLAYER; playerData = player.GetComponent<MapObjectCarrier>().data.battleStats; enemyData = enemy.GetComponent<MapObjectCarrier>().data.battleStats; if(this.enemy){ GameObject.Destroy(this.enemy); } this.enemy = GameObject.Instantiate(CharacterModelPrefabs.battlePrefabs[enemy.GetComponent<MapObjectCarrier>().data.appearanceID]); this.enemy.transform.parent = transform; enemyAnimator = this.enemy.GetComponent<CharacterAnimations>(); enemyParticles = this.enemy.GetComponent<CharacterParticleController>().heal; enemyHPText = this.enemy.GetComponent<HPText>(); round = 0; }