public override void OnEnable() { base.OnEnable(); controller = GetComponent <CharacterController>(); kinematica = GetComponent <Kinematica>(); ref var synthesizer = ref kinematica.Synthesizer.Ref;
private void Start() { _kinematica = gameObject.GetComponent <Kinematica>(); //TODO move deinitialization to another suitable spot col = gameObject.GetComponent <Collider>(); _agent = gameObject.GetComponent <NavMeshAgent>(); }
private void CombatEvent() { _kinematica = gameObject.GetComponent <Kinematica>(); { //Movement Event movementEventBind .ObserveEveryValueChanged(bindMovement => bindMovement.Value) .Subscribe(isIdle => { if (isIdle) { //Idle Event Call //play idle audio IdleAnimation(); } else { //WalkEventCall //play walk audio WalkAnimation(); } }).AddTo(_disposable); } { //Combat Event combatEventBind .ObserveEveryValueChanged(bindCombat => bindCombat.Value) .Subscribe(inRange => { if (inRange) { StartAttack(); UpdateAttack(); } else { EndAttack(); } }).AddTo(_disposable); } }
public override void OnEnable() { base.OnEnable(); kinematica = GetComponent <Kinematica>(); state = State.Suspended; previousState = State.Suspended; climbingState = ClimbingState.Idle; previousClimbingState = ClimbingState.Idle; lastCollidingClimbingState = ClimbingState.None; clothComponents = GetComponentsInChildren <Cloth>(); ledgeGeometry = LedgeGeometry.Create(); wallGeometry = WallGeometry.Create(); ledgeAnchor = LedgeAnchor.Create(); wallAnchor = WallAnchor.Create(); anchoredTransition = AnchoredTransitionTask.Invalid; }
public override void OnEnable() { base.OnEnable(); kinematica = GetComponent <Kinematica>(); ref var synthesizer = ref kinematica.Synthesizer.Ref;