Inheritance: MonoBehaviour
Example #1
0
    // Using mouse
    private void UpdateMove()
    {
#if false
        _mousePos  = new Vector3(Input.mousePosition.x, Input.mousePosition.y, CameraDif);
        _lookPos   = Camera.main.ScreenToWorldPoint(_mousePos);
        _lookPos.y = _graphics.position.y;
        _graphics.LookAt(_lookPos);
#else
        RaycastHit      hitInfo;
        Ray             ray   = Camera.main.ScreenPointToRay(Input.mousePosition);
        CharacterMotorC motor = GetComponent <CharacterMotorC>();
        if (Physics.Raycast(ray, out hitInfo, 100, LayerMask.GetMask("Terrain")))
        {
            if (Input.GetMouseButton(0))
            {
                RunToPos(hitInfo.point);
                _graphics.GetComponent <Animation>().CrossFade("run");
                Vector3 movDir = _lookPos - _graphics.transform.position;
                if (movDir.magnitude > motor.movement.maxForwardSpeed)
                {
                    movDir = movDir.normalized * motor.movement.maxForwardSpeed;
                }
                motor.inputMoveDirection = movDir;
            }
            else
            {
                _lookPos   = hitInfo.point;
                _lookPos.y = _graphics.position.y;
                _graphics.LookAt(_lookPos);
                motor.inputMoveDirection = Vector3.zero;
                _graphics.GetComponent <Animation>().CrossFade("idle");
            }
        }
#endif
    }
Example #2
0
    void  Start()
    {
        motor      = GetComponent <CharacterMotorC>();
        useMecanim = GetComponent <AttackTriggerC>().useMecanim;

        mainModel = GetComponent <AttackTriggerC>().mainModel;
        if (!mainModel)
        {
            mainModel = this.gameObject;
        }
        mainCam = GetComponent <AttackTriggerC>().Maincam.gameObject;
        if (!useMecanim)
        {
            //If using Legacy Animation
            mainModel.GetComponent <Animation>()[swimForward.name].speed = animationSpeed;
            mainModel.GetComponent <Animation>()[swimRight.name].speed   = animationSpeed;
            mainModel.GetComponent <Animation>()[swimLeft.name].speed    = animationSpeed;
            mainModel.GetComponent <Animation>()[swimBack.name].speed    = animationSpeed;
        }
        else
        {
            //If using Mecanim Animation
            animator            = GetComponent <PlayerMecanimAnimationC>().animator;
            moveHorizontalState = GetComponent <PlayerMecanimAnimationC>().moveHorizontalState;
            moveVerticalState   = GetComponent <PlayerMecanimAnimationC>().moveVerticalState;
            jumpState           = GetComponent <PlayerMecanimAnimationC>().jumpState;
        }
    }
Example #3
0
    void Awake()
    {
        rigid             = gameObject.GetComponent <Rigidbody> ();
        escapeDestination = GameObject.Find("WallR");
        BlueFlashlight    = GameObject.Find("BlueFlashlight");
        NightVision       = GameObject.Find("NightVision");
        main          = GameObject.Find("First Person Controller");
        mother        = GameObject.Find("Mother");
        BehindPlayer  = GameObject.Find("BehindPlayer");
        leftOfPlayer  = GameObject.Find("LeftPlayer");
        rightOfPlayer = GameObject.Find("RightPlayer");
        cam           = GameObject.Find("Main Camera");

        seek  = false;
        flash = true;
        start = true;

        wait           = 3;
        readyOrNot     = 11;
        startingTalk   = 2f;       //15
        endingSequence = 2;
        radius         = 8;
        rightPoint     = 1000;
        leftPoint      = 1000;

        nav              = GetComponent <NavMeshAgent>();
        turnUp           = GetComponent <NavMeshAgent>();
        collide          = GetComponent <SphereCollider> ();
        mouseLook        = (MouseLook)GameObject.Find("Main Camera").GetComponent("MouseLook");
        playerLook       = (MouseLook)GameObject.Find("First Person Controller").GetComponent("MouseLook");
        motor            = GameObject.Find("First Person Controller").GetComponent <CharacterMotorC>();
        spectrum         = GameObject.Find("First Person Controller").GetComponent <SpectrumController> ();
        playerController = GameObject.Find("First Person Controller").GetComponent <PlayerController>();
        echoSpherez      = GameObject.Find("First Person Controller").GetComponent <EchoSpherez>();
    }
Example #4
0
    //  此函数是摇杆移动中所要处理的事
    void OnJoystickMove(MovingJoystick move)
    {
        //  在这里的名字new joystick 就是上面所说的很重要的名字,在上面图片中joystickName的你修改了什么名字,这里就要写你修改的好的名字(不然脚本不起作用)。
        if (move.joystickName != "New joystick")
        {
            return;
        }

        float           PositionX = move.joystickAxis.x; //   获取摇杆偏移摇杆中心的x坐标
        float           PositionY = move.joystickAxis.y; //    获取摇杆偏移摇杆中心的y坐标
        CharacterMotorC motor     = GetComponent <CharacterMotorC>();

        if (PositionY != 0 || PositionX != 0)
        {
            //  设置控制角色或物体方块的朝向(当前坐标+摇杆偏移量)
            _lookPos = new Vector3(_graphics.transform.position.x + PositionX, _graphics.transform.position.y, _graphics.transform.position.z + PositionY);
            _graphics.LookAt(_lookPos);
            //  移动角色或物体的位置(按其所朝向的位置移动)
            //_graphics.transform.Translate(Vector3.forward * Time.deltaTime * 25);
            Vector3 movDir = (_lookPos - _graphics.transform.position) * motor.movement.maxForwardSpeed;
            _graphics.GetComponent <Animation>().CrossFade("run");
            motor.inputMoveDirection = movDir;
        }
        else
        {
            _graphics.GetComponent <Animation>().CrossFade("idle");
            motor.inputMoveDirection = Vector3.zero;
        }
    }
 // Use this for initialization
 void Awake()
 {
     motor = GetComponent <CharacterMotorC>();
     if (!joyStick)
     {
         joyStick = GameObject.FindWithTag("JoyStick");
     }
 }
Example #6
0
 // Use this for initialization
 void  Start()
 {
     motor      = GetComponent <CharacterMotorC>();
     controller = GetComponent <CharacterController>();
     stamina    = maxStamina;
     if (!mainModel)
     {
         mainModel = GetComponent <StatusC>().mainModel;
     }
     useMecanim = GetComponent <AttackTriggerC>().useMecanim;
 }
Example #7
0
    // Use this for initialization
    void Start()
    {
        gloves = GameObject.Find("Gloves");
        Player = GameObject.Find("First Person Controller");

        deathSequence = 3;

        inventory      = GameObject.Find("First Person Controller").GetComponent <Inventory>();
        playerMovement = GameObject.Find("First Person Controller").GetComponent <CharacterMotorC> ();
        nav            = GetComponent <NavMeshAgent> ();
        nav.speed      = 0;

        StartCoroutine(JumpForward());
    }
Example #8
0
    private void RunToPos(Vector3 pos)
    {
        _lookPos   = pos;
        _lookPos.y = _graphics.position.y;
        _graphics.LookAt(_lookPos);
        _graphics.GetComponent <Animation>().CrossFade("run");
        Vector3         movDir = _lookPos - _graphics.transform.position;
        CharacterMotorC motor  = GetComponent <CharacterMotorC>();

        if (movDir.magnitude > motor.movement.maxForwardSpeed)
        {
            movDir = movDir.normalized * motor.movement.maxForwardSpeed;
        }
        motor.inputMoveDirection = movDir;
    }
    void Start()
    {
        DontDestroyOnLoad(transform.gameObject);
        if (!mainModel)
        {
            mainModel = this.gameObject;
        }
        if (!mecanimAnimator && useMecanim)
        {
            mecanimAnimator = mainModel.GetComponent <Animator>();
        }
        motor = GetComponent <CharacterMotorC>();

        motor.movement.maxForwardSpeed  = runSpeed;
        motor.movement.maxSidewaysSpeed = runSpeed;
    }
Example #10
0
    void Start()
    {
        oldMan           = GameObject.Find("OldMan");
        hG               = GameObject.Find("HospitalGirl");
        eyesHere         = GameObject.Find("EyesHere");
        cam              = GameObject.Find("Main Camera");
        activationSwitch = GameObject.Find("Activation Switch");

        tr          = transform;
        enemyDamage = GameObject.Find("HospitalGirl").GetComponent <HospitalGirl> ();
        wander      = GameObject.Find("OldMan").GetComponent <Wander> ();
        inventory   = GetComponent <Inventory> ();
        environment = GameObject.Find("Environment").GetComponent <Environmental>();
        collect     = GameObject.Find("First Person Controller").GetComponent <CollectItem> ();
        chMotor     = GetComponent <CharacterMotorC>();
        ch          = GetComponent <CharacterController>();
        dist        = ch.height / 2; // calculate distance to ground
    }
    void Start()
    {
        motor = GetComponent<CharacterMotorC>();
        useMecanim = GetComponent<AttackTriggerC>().useMecanim;

        mainModel = GetComponent<AttackTriggerC>().mainModel;
        if(!mainModel){
            mainModel = this.gameObject;
        }
        mainCam = GetComponent<AttackTriggerC>().Maincam.gameObject;
        if(!useMecanim){
            //If using Legacy Animation
            mainModel.GetComponent<Animation>()[swimForward.name].speed = animationSpeed;
            mainModel.GetComponent<Animation>()[swimRight.name].speed = animationSpeed;
            mainModel.GetComponent<Animation>()[swimLeft.name].speed = animationSpeed;
            mainModel.GetComponent<Animation>()[swimBack.name].speed = animationSpeed;
        }else{
            //If using Mecanim Animation
            animator = GetComponent<PlayerMecanimAnimationC>().animator;
            moveHorizontalState = GetComponent<PlayerMecanimAnimationC>().moveHorizontalState;
            moveVerticalState = GetComponent<PlayerMecanimAnimationC>().moveVerticalState;
            jumpState = GetComponent<PlayerMecanimAnimationC>().jumpState;
        }
    }
Example #12
0
    void Awake()
    {
        if (!mainModel)
        {
            mainModel = this.gameObject;
        }
        mStatusC = GetComponent <StatusC>();
        //Assign This mainModel to Status Script
        mStatusC.mainModel  = mainModel;
        mStatusC.useMecanim = useMecanim;
        //Set tag to Player.
        gameObject.tag = "Player";
        controller     = GetComponent <CharacterController>();
        cmc            = GetComponent <CharacterMotorC>();

        if (!useMecanim)
        {
            mAnim = mainModel.GetComponent <Animation>();
        }
        else
        {
            if (!mAnimator)
            {
                mAnimator = mainModel.GetComponent <Animator>();
            }
        }


        GameObject[] cam = GameObject.FindGameObjectsWithTag("MainCamera");
        foreach (GameObject cam2 in cam)
        {
            if (cam2)
            {
                Destroy(cam2.gameObject);
            }
        }
        GameObject newCam = GameObject.FindWithTag("MainCamera");

        newCam      = Instantiate(MaincamPrefab, transform.position, transform.rotation) as GameObject;
        Maincam     = newCam.transform;
        m_RPGCammer = Maincam.GetComponent <ARPGcameraC>();
        //m_RPGCammer.distance = 6.0f;
        //m_RPGCammer.target = this.transform;
        // Set Target to ARPG Camera
        if (!cameraZoomPoint || aimingType == AimType.Normal)
        {
            //cameraZoomPoint = this.transform;
            m_RPGCammer.target = this.transform;
        }
        else
        {
            m_RPGCammer.target = cameraZoomPoint;
        }
        m_RPGCammer.targetBody = this.transform;

        str  = mStatusC.addAtk;
        matk = mStatusC.addMatk;
        //Set All Attack Animation'sLayer to 15
        int animationSize = attackCombo.Length;
        int a             = 0;

        if (animationSize > 0 && !useMecanim)
        {
            while (a < animationSize && attackCombo[a])
            {
                mAnim[attackCombo[a].name].layer = 15;
                a++;
            }
        }

        //--------------------------------
        //Spawn new Attack Point if you didn't assign it.
        if (!attackPoint)
        {
            if (!attackPointPrefab)
            {
                print("Please assign Attack Point");
                freeze = true;
                return;
            }
            GameObject newAtkPoint = Instantiate(attackPointPrefab, transform.position, transform.rotation) as GameObject;
            newAtkPoint.transform.parent = this.transform;
            attackPoint = newAtkPoint.transform;
        }

        if (!useMecanim)
        {
            hurt = GetComponent <PlayerAnimationC>().hurt;
        }
        if (aimingType == AimType.Raycast)
        {//Auto Lock On for Raycast Mode
            m_RPGCammer.lockOn = true;
        }
        GameObject minimap = GameObject.FindWithTag("Minimap");

        if (minimap)
        {
            GameObject mapcam = minimap.GetComponent <MinimapOnOffC>().minimapCam;
            mapcam.GetComponent <MinimapCameraC>().target = this.transform;
        }

        followState = AIState.Idle;
        if (!useMecanim)
        {
            //If using Legacy Animation
            mAnim = mainModel.GetComponent <Animation>();
            mAnim.Play("idle");
            // mAnim[hurtAnimation.name].layer = 10;
        }
        else
        {
            //If using Mecanim Animation
            if (!mAnimator)
            {
                mAnimator = mainModel.GetComponent <Animator>();
            }
        }
        mAudio = GetComponent <AudioSource>();
    }
Example #13
0
 // Use this for initialization
 void Awake()
 {
     cm = GameObject.Find("Player").GetComponent <CharacterMotorC> ();
 }
 // Use this for initialization
 void Awake()
 {
     motor = GetComponent<CharacterMotorC>();
     stamina = maxStamina;
 }
 // Use this for initialization
 void Awake() {
     cmotor = GetComponent<CharacterMotorC>();
 }
	// Use this for initialization
	public void Awake () {
		motor = player.GetComponent<CharacterMotorC>();

		if (useHMD && cameraController == null)
			Debug.LogWarning ("useHMD turned on without camera rig");
	}
Example #17
0
 void GetCharacterMotorCScript()
 {
     characterMotorCScript = FindObjectOfType <CharacterMotorC>();
 }
Example #18
0
 // Use this for initialization
 void Awake()
 {
     cmotor = GetComponent <CharacterMotorC>();
 }
 // Use this for initialization
 void  Awake()
 {
     motor   = GetComponent <CharacterMotorC>();
     stamina = maxStamina;
 }