//public Texture cow1; //public Texture cow2; void Start() { //cowAnim = cow.GetComponent<UITextureAnimation>(); //cowAnimation = cow.GetComponent<NPCDialogueAnimation>(); cowAnimation = this.gameObject.GetComponent<NPCDialogueAnimation>(); shakeIt = this.gameObject.GetComponent<BalkiShake>(); walk = this.gameObject.GetComponent<DuckWalk>(); zMov = transform.gameObject.GetComponent<MoveTowardTrain>(); //Squash and stretch myStretch = GetComponent<UIStretch>(); initialStretchY = myStretch.relativeSize.y; currStretchY = initialStretchY; bouncing = false; currPos = new Vector3(0, 0, 0); //InvokeRepeating("startBounce", 0f, 5f); }
void Awake() { // Set static instance to this object instance = this; initialRotation = transform.rotation; if (GameManager.WasInitialized () && GameManager.Instance.playerPosition != null) { this.transform.position = GameManager.Instance.playerPosition.position; } // Find the navigation mesh agent in the gameobject (3D) playerNavigation = GameObject.FindObjectOfType(typeof(NavMeshAgent)) as NavMeshAgent; // Find the main camera (3D) sceneCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); if(!GameObject.Find("FarDistance_Pos")){ farDistance = Vector3.Distance(sceneCamera.transform.position, transform.position); } else{ //Debug.Log("Found Far Distance Pos"); Vector3 farDistancePos = GameObject.Find("FarDistance_Pos").transform.position; farDistance = Vector3.Distance(sceneCamera.transform.position, farDistancePos); } scaleCameraRatio = farDistance - nearDistance; GameObject spritePrefab = ResourceManager.LoadObject ("Player/" + ApplicationState.Instance.selectedCharacter + "Sprite"); GameObject spriteInstance = Instantiate (spritePrefab) as GameObject; spriteInstance.transform.parent = transform; spriteInstance.transform.localPosition = new Vector3(0,0.76f,0); animationsList = spriteInstance.GetComponent<NPCAnimations> (); animationControl = spriteInstance.GetComponent<NPCDialogueAnimation> (); animationFlip = spriteInstance.GetComponent<FlipTexture> (); animationStretch = GetComponentInChildren<UIStretch>(); spriteScale = spriteInstance.transform; scalePlayerRatio = farScale - nearScale; spritePrefab = null; Resources.UnloadUnusedAssets (); }
void setFriendAnimation(NPCAnimations.AnimationIndex animationType, NPCDialogueAnimation anim) { NPCAnimations.AnimationSequence currAnimSeq = anim.GetComponent<NPCAnimations>().RetrieveAnimationSequence(animationType); List<Texture> currAnimSeqTextures = currAnimSeq.textures; if (currAnimSeqTextures.Count > 0) { anim.StopAnimation(); anim.SetAnimationList(currAnimSeqTextures); anim.PlayAnimation(); anim.SetSpeed(currAnimSeq.speed); } }
// Use this for initialization void Start() { Sherlock.Instance.SetBubblePosition(Sherlock.side.DOWN); teacherScript.teacherCollider.enabled = false; teacherAnimation = teacher.GetComponent<NPCDialogueAnimation>(); setTeacherAnimation(NPCAnimations.AnimationIndex.IDLE); teacherSpeechBubble.SetActive(false); tutorialCow.SetActive(false); tutorialMoon.SetActive(false); setTeacherAnimation(NPCAnimations.AnimationIndex.INSTRUCTING); Respond(preIntro1); tutorialOptions.SetActive(false); Invoke("StartIntroduction", preIntro1.voiceOver.length + preIntro2.voiceOver.length); }