Example #1
0
    void Awake()
    {
        enemy_Anim = GetComponent <CharacterAnimations>();
        navAgent   = GetComponent <NavMeshAgent>();

        playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform;
    }
Example #2
0
 public void SetAnimation(CharacterAnimations.States newState)
 {
     if (characterAnimations.AnimationState != newState)
     {
         characterAnimations.AnimationState = newState;
     }
 }
Example #3
0
 // Start is called before the first frame update
 void Awake()
 {
     EnemyAnimations = GetComponent <CharacterAnimations>();
     navagent        = GetComponent <NavMeshAgent>();
     Playertarget    = GameObject.FindGameObjectWithTag("Player").transform;
     soundFX         = GetComponentInChildren <CharacterSoundFX>();
 }
Example #4
0
        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>();
 }
Example #6
0
    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;
    }
Example #7
0
    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>();
    }
Example #8
0
    // 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;
    }
Example #10
0
    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;
     }
 }
Example #12
0
    void Awake()
    {
        playerAnimation = GetComponent <CharacterAnimations>();

        playerShield = GetComponent <PlayerShield>();

        attackMovement         = new AttackMovement();
        attackMovement.soundFX = GetComponentInChildren <CharacterSoundFX>();
    }
Example #13
0
 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> ();
 }
Example #14
0
    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;
    }
Example #15
0
 private void Awake()
 {
     anim             = GetComponent <CharacterAnimations>();
     agent            = GetComponent <NavMeshAgent>();
     audioSource      = GetComponent <AudioSource>();
     targetPos        = GameObject.FindGameObjectWithTag(Tags.PLAYER).transform;
     healthController = GetComponent <UniversalHealthController>();
     gameplayManager  = FindObjectOfType <GameplayManager>();
 }
Example #16
0
 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;
 }
Example #17
0
    void Awake()
    {
        enemyAnim              = GetComponent <CharacterAnimations>();
        navAgent               = GetComponent <NavMeshAgent>();
        attackBehaivor         = new AttackMovement();
        attackBehaivor.soundFX = GetComponentInChildren <CharacterSoundFX>();

        playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform;
    }
Example #18
0
 private void OnAnimationDone(CharacterAnimations animation)
 {
     if (AnimationDone != null)
     {
         AnimationDone.Invoke(this, new AnimationArgs()
         {
             Animation = animation
         });
     }
 }
Example #19
0
    // 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;
        }
    }
Example #20
0
    void defend()
    {
        CharacterAnimations component = enemyAnimation.GetComponent <CharacterAnimations>();

        playerAnimation.Defend(true);

        shield.ActivateShield(true);

        component.Damage(true);
        StartCoroutine(desactive());
    }
Example #21
0
    // Use this for initialization
    void Start()
    {
        imageContainer = (GameObject)Resources.Load("ImageContainer");
        StartCoroutine(ChangeImage());
        MaxRow = CharacterAnimations.GetAnimationLenght(action);

        foreach (string s in DrawOrder)
        {
            AddEmptyOrRemoveSprite(s);
        }
    }
Example #22
0
    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++;
//		}
    }
Example #23
0
    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;
    }
Example #24
0
 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);
    }
Example #28
0
    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);
    }
Example #29
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]);
    }
Example #31
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;
 }