Example #1
0
 void Start()
 {
     m_pInput           = m_target.GetComponent <RunnerInput>();
     m_runnerController = m_target.GetComponent <RunnerController>();
     m_targetPos        = m_target.transform.position;
     m_playerNum        = m_runnerController.m_playerNum;
 }
Example #2
0
 void Awake()
 {
     m_runnerController = GetComponent <RunnerController>();
     m_runnerInput      = GetComponent <RunnerInput>();
     m_status           = GetComponent <RunnerStatus>();
     m_runnerSkill      = GetComponent <RunnerSkill>();
     m_animatorManeger  = new AnimatorManager(GetComponentsInChildren <Animator>(true));
 }
Example #3
0
    public bool PushSubmit;         //決定ボタンが押されてるか

    // Use this for initialization
    void Awake()
    {
        m_runnerInput    = GetComponent <RunnerInput>();
        selectstate      = 0;
        scaleChangeSpeed = 5f;
        scale            = 30f;
        PushSubmit       = false;
        SubmitSprite.SetActive(false);
    }
Example #4
0
 // Use this for initialization
 void Awake()
 {
     m_runnerInput = GetComponent <RunnerInput>();
     SelectState   = true;
     StartSprite.transform.localScale     = new Vector3(50, 50, 1);
     HowtoplaySprite.transform.localScale = new Vector3(20, 20, 1);
     StartSprite.GetComponent <SpriteRenderer>().color     = new Color(1, 1, 1, 1);
     HowtoplaySprite.GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 0.75f);
 }
Example #5
0
 private void Awake()
 {
     m_uIController = GameObject.Find("UIController").GetComponent <UIController>();;
     m_runnerInput  = GetComponent <RunnerInput>();
     m_runnerStatus = GetComponent <RunnerStatus>();
     m_runnerSkill  = GetComponent <RunnerSkill>();
     m_rigidbody    = GetComponent <Rigidbody>();
     m_animaton     = GetComponent <PlayerAnimator>();
 }
Example #6
0
    void Start()
    {
        if (VRSettings.enabled)
        {
            InputTracking.Recenter();
        }

        Init();
        m_pInput = GetComponent <RunnerInput>();
    }
Example #7
0
 void Start()
 {
     m_runnerStatus     = GetComponent <RunnerStatus>();
     m_runnerInput      = GetComponent <RunnerInput>();
     m_runnerMove       = GetComponent <RunnerMove>();
     m_runnerController = GetComponent <RunnerController>();
     m_uIController     = GameObject.Find("UIController").GetComponent <UIController>();;
     m_runnerAnimator   = GetComponent <PlayerAnimator>();
     m_playerNum        = m_runnerController.m_playerNum;
 }
Example #8
0
    private void Awake()
    {
        m_runnerInput    = GetComponent <RunnerInput>();
        m_ChaserMove     = GetComponent <ChaserMove>();
        m_runnerStatus   = GetComponent <RunnerStatus>();
        m_rigidBody      = GetComponent <Rigidbody>();
        m_chaserColor    = GetComponentInChildren <SkinnedMeshRenderer>().material.color;
        m_playerAnimator = GetComponent <PlayerAnimator>();
        m_uIController   = GameObject.Find("UIController").GetComponent <UIController>();
        //m_uIController = GetComponent<UIController>();

        StatusInit();
        m_chaserState = ChaserState.normal;
    }
Example #9
0
 void Awake()
 {
     m_rigidBody      = GetComponent <Rigidbody>();
     m_runnerInput    = GetComponent <RunnerInput>();
     m_runnerMove     = GetComponent <RunnerMove>();
     m_runnerStatus   = GetComponent <RunnerStatus>();
     m_runnerSkill    = GetComponent <RunnerSkill>();
     m_rigidBody      = GetComponent <Rigidbody>();
     m_runnerAnimator = GetComponent <PlayerAnimator>();
     //初期ステータス
     m_runnerStatus.firstSpeed = 2;
     m_runnerStatus.maxSpeed   = 3;
     m_runnerStatus.health     = 5;
     m_runnerStatus.maxHealth  = 5;
     m_runnerStatus.isState    = true;
     m_runnerStatus.ishave     = false;
     m_runnerStatus.animator   = GetComponent <Animator>();
     if (ChaserFlag == false)
     {
         m_runnerStatus.animator.runtimeAnimatorController = Resources.Load <RuntimeAnimatorController>("Runner");
     }
 }
Example #10
0
 private void Awake()
 {
     m_runnerInput = GetComponent <RunnerInput>();
     m_status      = GetComponent <RunnerStatus>();
     m_rigidbody   = GetComponent <Rigidbody>();
 }
Example #11
0
        public RunnerState Transition(RunnerInput input, CollisionInfo collisionInfo, Rigidbody rigidbody)
        {
            velocity = rigidbody.velocity;
            contacts = collisionInfo;
            var inputToTry = input.Try();
            Dictionary<InputState, List<TransitionInfo>> availableInputs;
            if (_availableTransitions.TryGetValue(currentState, out availableInputs))
            {
                List<TransitionInfo> inputTransitions;
                if (availableInputs.TryGetValue(inputToTry, out inputTransitions))
                {
                    var firstMatchingTransition = inputTransitions
                        .FirstOrDefault(t => (t.CollisionRequirements ?? CollisionInfo.Empty).Valid(collisionInfo) &&
                                             IsTransitionReady(t) &&
                                             IsDelayUp(t) &&
                                             t.VelocityRequirements.Equals(rigidbody.velocity));
                    if (firstMatchingTransition != null)
                    {
                        lastTransition = currentState + "To" + firstMatchingTransition.NextState;
                        currentState = firstMatchingTransition.NextState;
                        chosenTransition = firstMatchingTransition.TransitionName;
                        lastUseTime = Time.time;
                        firstMatchingTransition.Use();
                        if (firstMatchingTransition.ReuseTime > 0)
                        {
                            Debug.Log("Queuing for effect: " + firstMatchingTransition.NextState);
                            _rechargingStates.Enqueue(firstMatchingTransition);
                        }
                        if (firstMatchingTransition.HasTransitionEffect)
                            TrySendEventMessage(firstMatchingTransition.NextState.ToString());
                        input.Complete();
                    }
                }
            }

            StateProcessQueue.Enqueue(currentState);
            if (reportState)
                Messenger.Default.Send(new RunnerStatsMessage(currentState, velocity, collisionInfo, inputToTry));
            return currentState;
        }
Example #12
0
 protected void SetupDependencies(RunnerMotor runnerMotor, RunnerInput controller, RunnerFSM runnerFsm, RunnerAnimationEngine animationEngine, RunnerEffectEngine effectEngine)
 {
     motor = runnerMotor;
     inputController = controller;
     runnerStateMachine = runnerFsm;
     runnerAnim = animationEngine;
     runnerEffectEngine = effectEngine;
 }