Example #1
0
    // note: ProjectileContainers contain simple dummy values, which are
    // then replaced by data that's passed-in via projectile objects
    void Init(Weapon incoming)
    {
        weapon          = incoming;
        weaponType      = incoming.weaponType;
        alreadyCollided = false;
        iconSprite      = incoming.iconSprite;
        title           = incoming.title;
        damage          = incoming.damage;
        hp                    = incoming.hp;
        rateOfAttack          = incoming.rateOfAttack;
        spriteRenderer.sprite = incoming.projectileSprite;
        speed                 = incoming.speed;
        maxDistance           = incoming.maxDistance;
        lob                   = incoming.lob;
        lobGravity            = incoming.lobGravity;
        fadeIn                = incoming.fadeIn;
        collider2D.enabled    = true;
        origin                = new Vector3(transform.position.x, transform.position.y, transform.position.z);

        // initialize animation controller if projectile is animated
        if (incoming.GetComponent <Weapon>().animatedProjectile)
        {
            anim = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate
                       (Resources.Load(("AnimControllers/Projectiles/" + incoming.name + "_0"), typeof(RuntimeAnimatorController)));
            animator.runtimeAnimatorController = anim;
            animator.speed = .5f;
        }

        InvokeRepeating("CheckDistanceTraveled", 1, 0.3F);
    }
Example #2
0
    void Start()
    {
        player = GameObject.Find("Player");
        self   = gameObject;

        if (player == null)
        {
            Debug.LogError("Player Object must be named \"Player\".");
        }

        self.AddComponent <EnemyAudio>();
        self.AddComponent <CapsuleCollider>();
        self.AddComponent <AudioSource>();
        self.AddComponent <NavMeshAgent>();

        animator        = GetComponent <Animator>();
        navMeshAgent    = GetComponent <NavMeshAgent>();
        capsuleCollider = GetComponent <CapsuleCollider>();
        enemyAudio      = GetComponent <EnemyAudio>();

        self.tag = "enemy";
        animator.runtimeAnimatorController =
            RuntimeAnimatorController.Instantiate(
                Resources.Load("Animations/Attack")
                ) as RuntimeAnimatorController;
        navMeshAgent.speed        = 1;
        capsuleCollider.isTrigger = false;
        capsuleCollider.radius    = 0.8f;
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        string resourcePath = "Animation/" + SelectedCharacter.firstPlayer + "/" + SelectedCharacter.firstPlayer + "AnimatorController";

        Debug.Log("Load resource: " + resourcePath);
        RuntimeAnimatorController Player1Animation = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(resourcePath, typeof(RuntimeAnimatorController)));

        player1.GetComponent <Animator>().runtimeAnimatorController = Player1Animation;
        resourcePath = "Textures/" + SelectedCharacter.firstPlayer + "/spritesheet" + SelectedCharacter.firstPlayer;
        Debug.Log("Load resource: " + resourcePath);
        Sprite Player1Sprite = (Sprite)Resources.Load(resourcePath, typeof(Sprite));

        player1.GetComponent <SpriteRenderer>().sprite = Player1Sprite;
        player1.GetComponent <Animator> ().SetInteger("WalkState", 1);

        resourcePath = "Animation/" + SelectedCharacter.secondPlayer + "/" + SelectedCharacter.secondPlayer + "AnimatorController";
        Debug.Log("Load resource: " + resourcePath);
        RuntimeAnimatorController Player2Animation = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(resourcePath, typeof(RuntimeAnimatorController)));

        player2.GetComponent <Animator>().runtimeAnimatorController = Player2Animation;
        resourcePath = "Textures/" + SelectedCharacter.secondPlayer + "/spritesheet" + SelectedCharacter.secondPlayer;
        Debug.Log("Load resource: " + resourcePath);
        Sprite Player2Sprite = (Sprite)Resources.Load(resourcePath, typeof(Sprite));

        player2.GetComponent <SpriteRenderer>().sprite = Player2Sprite;
        player2.GetComponent <Animator> ().SetInteger("WalkState", -1);
    }
Example #4
0
    // Use this for initialization
    void Start()
    {
        Animator Anim = gameObject.GetComponent <Animator>();

        Anim.runtimeAnimatorController =
            (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("TestAnimationController"));
    }
    /// <summary>
    /// データを読み込んでbuilderとしてListに組み込みます
    /// </summary>
    void loadBuilder()
    {
        var max = MaxId;

        for (int i = 0; i < max; i++)
        {
            ShootWeaponBuilder builder = new ShootWeaponBuilder();

            //各値を読み込み
            builder.Id           = int.Parse(getRawParam(i, "ID"));
            builder.Name         = getRawParam(i, "Name");
            builder.Ammo         = int.Parse(getRawParam(i, "Ammo"));
            builder.Damage       = float.Parse(getRawParam(i, "Damage"));
            builder.FireRate     = float.Parse(getRawParam(i, "FireRate"));
            builder.NeedStr      = int.Parse(getRawParam(i, "NeedSTR"));
            builder.Range        = float.Parse(getRawParam(i, "Range"));
            builder.Recoil       = float.Parse(getRawParam(i, "Recoil"));
            builder.Weight       = float.Parse(getRawParam(i, "Weight"));
            builder.ZoomRate     = float.Parse(getRawParam(i, "ZoomRate"));
            builder.IsAutomatic  = (getRawParam(i, "isAutomatic") == "TRUE");
            builder.ReloadSec    = float.Parse(getRawParam(i, "ReloadSec"));
            builder.WeaponPrefab = (GameObject)Resources.Load("Prefabs/" + getRawParam(i, "ObjectName"));
            builder.WeaponAnim   = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Animators/" + getRawParam(i, "AnimName")));

            builders.Add(builder);
        }
    }
Example #6
0
File: Pool.cs Project: rsf92/gmev
    public Pool(string casa)
    {
        soldados = new List <GameObject> ();
        GameObject soldado = ((GameObject)Resources.Load(casa + "/Soldado", typeof(GameObject)));

        soldado.transform.position = Vector3.zero;
        for (int i = 0; i < 30; i++)
        {
            GameObject aux = GameObject.Instantiate(soldado);
            aux.GetComponent <Animator>().runtimeAnimatorController = RuntimeAnimatorController.Instantiate(Resources.Load(casa + "/SoldadoC")) as RuntimeAnimatorController;
            soldados.Add(aux);
        }

        caballeros = new List <GameObject> ();
        GameObject caballero = ((GameObject)Resources.Load(casa + "/Caballero", typeof(GameObject)));

        caballero.transform.position = Vector3.zero;
        for (int i = 0; i < 20; i++)
        {
            GameObject aux = GameObject.Instantiate(caballero);
            aux.GetComponent <Animator>().runtimeAnimatorController = RuntimeAnimatorController.Instantiate(Resources.Load(casa + "/CaballeroC")) as RuntimeAnimatorController;
            caballeros.Add(aux);
        }

        dragones = new List <GameObject> ();
        GameObject dragon = ((GameObject)Resources.Load(casa + "/Dragon", typeof(GameObject)));

        dragon.transform.position = Vector3.zero;
        for (int i = 0; i < 10; i++)
        {
            GameObject aux = GameObject.Instantiate(dragon);
            aux.GetComponent <Animator>().runtimeAnimatorController = RuntimeAnimatorController.Instantiate(Resources.Load(casa + "/DragonC")) as RuntimeAnimatorController;
            dragones.Add(aux);
        }
    }
Example #7
0
    void Start()
    {
        gameObject.AddComponent <EnemyAudio>();
        gameObject.AddComponent <CapsuleCollider>();
        gameObject.AddComponent <AudioSource>();
        gameObject.AddComponent <NavMeshAgent>();

        player          = GameObject.Find("Player");
        animator        = GetComponent <Animator>();
        navMeshAgent    = GetComponent <NavMeshAgent>();
        capsuleCollider = GetComponent <CapsuleCollider>();
        enemyAudio      = GetComponent <EnemyAudio>();

        gameObject.tag = "enemy";
        animator.runtimeAnimatorController =
            RuntimeAnimatorController.Instantiate(
                Resources.Load("Animations/Attack")
                ) as RuntimeAnimatorController;
        navMeshAgent.speed     = 1;
        capsuleCollider.radius = 0.4f;
        capsuleCollider.height = 2f;
        capsuleCollider.center = new Vector3(0, 0.7f, 0);

        if (player == null)
        {
            Debug.LogError("Player Object must be named \"Player\".");
        }
    }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Animator anim = animator.gameObject.transform.GetChild(0).gameObject.GetComponent <Animator>();
        RuntimeAnimatorController contr = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(theEvent);

        anim.runtimeAnimatorController = contr;
    }
Example #9
0
 protected override void Awake()
 {
     base.Awake();
     movementPath = new ConcurrentQueue <Graph.Node>();
     setMovementCoroutine();
     setAttackCoroutine();
     animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Animations/WizardAnimController"));
 }
Example #10
0
 protected override void Awake()
 {
     base.Awake();
     movementPath    = new ConcurrentQueue <Graph.Node>();
     this.atkAnimStr = sprayAtkAnimStr;         // defaut attack is spray
     setMovementCoroutine();
     setAttackCoroutine();
     animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Animations/OliAnimatorController"));
 }
Example #11
0
    public void LoadAssetBundle()
    {
        for (int i = 0; i < assetsToRead.Count; i++)
        {
            byte[] src = File.ReadAllBytes(assetsToRead[i].bundle);

            AssetBundle b = AssetBundle.CreateFromMemoryImmediate(src);

            for (int j = 0; j < assetsToRead[i].assets.Count; j++)
            {
                string assetName = assetsToRead[i].assets[j];
                string ext       = assetName.Substring(assetName.LastIndexOf('.'));

                if (ext == ".fbx")
                {
                    GameObject go   = b.LoadAsset <GameObject>(assetName);
                    GameObject inst = GameObject.Instantiate(go);

                    gameobjects.Add(inst);
                    Debug.Log(inst);
                }
                else if (ext == ".png" || ext == ".tga")
                {
                    Texture t = b.LoadAsset <Texture>(assetName);
                    this.textures.Add(t);
                }
                else if (ext == ".shader")
                {
                    //Shader s = b.LoadAsset<Shader>(assetName);
                    //this.shaders.Add(s);
                }
                else if (ext == ".txt")
                {
                    TextAsset t = b.LoadAsset <TextAsset>(assetName);
                    this.textAssets.Add(t);
                }
                else if (ext == ".mat")
                {
                    Material mat = b.LoadAsset <Material>(assetName);
                    this.materials.Add(mat);
                }
                else if (ext == ".controller")
                {
                    RuntimeAnimatorController anim = b.LoadAsset <RuntimeAnimatorController>(assetName);
                    this.animation.Add(anim);

                    Animator a = gameobjects[0].GetComponent <Animator>();
                    if (a != null)
                    {
                        a.runtimeAnimatorController = RuntimeAnimatorController.Instantiate <RuntimeAnimatorController>(anim);
                    }
                }
            }

            b.Unload(false);
        }
    }
    // Update is called once per frame
    void Awake()
    {
        events = Resources.LoadAll("Animations/rdmEm");
        Animator anim = gameObject.GetComponent <Animator>();

        Shuffle(events);
        RuntimeAnimatorController contr = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(events[0]);

        anim.runtimeAnimatorController = contr;
        eventNum++;
    }
Example #13
0
        public static void SetAnimator(GameObject go, string resourceController)
        {
            Object controller = Resources.Load(resourceController);

            if (controller != null)
            {
                Animator animator = go.GetComponent <Animator>();
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(controller);
                animator.speed           = Config.AnimationSpeedWorldObjects;
                animator.applyRootMotion = false;
            }
        }
 public void AssignBehavior(GameObject obj, AnimationTypes behavior)
 {
     if (behavior == AnimationTypes.None)
     {
         var rb = obj.AddComponent <Rigidbody>();
         rb.useGravity = true;
     }
     else
     {
         var animator = obj.AddComponent <Animator>();
         animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(GetAnimationResourceLoadString(behavior), typeof(RuntimeAnimatorController)));
     }
 }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!shuffled)
        {
            events = Resources.LoadAll(path);
            Shuffle(events);
            shuffled = true;
        }

        Animator anim = animator.gameObject.transform.GetChild(0).gameObject.GetComponent <Animator>();
        RuntimeAnimatorController contr = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(events[eventNum]);

        anim.runtimeAnimatorController = contr;
        eventNum++;
    }
Example #16
0
        public void Init(RuntimeAnimatorController controller)
        {
            gameObject.layer = (int)Util.GO.Layer.Players;
            gameObject.transform.localPosition = Config.PlayerCenter;
            gameObject.transform.localRotation = Quaternion.identity;
            gameObject.transform.localScale    = Config.ScaleObject;

            animator = gameObject.GetComponent <Animator>();

            if (animator != null && controller != null)
            {
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(controller);
                animator.speed           = Config.AnimationSpeedWorldObjects;
                animator.cullingMode     = AnimatorCullingMode.AlwaysAnimate;
                animator.applyRootMotion = false;
            }
        }
Example #17
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.name == "ButtomWall")
        {
            ani = this.GetComponent <Animator>();
            ani.runtimeAnimatorController = RuntimeAnimatorController.Instantiate(Resources.Load("Ani/AlienWalk")) as RuntimeAnimatorController;

            GetComponent <Rigidbody2D>().velocity     = Vector2.zero;
            GetComponent <Rigidbody2D>().gravityScale = 0;
            GetComponent <Rigidbody2D>().velocity     = new Vector2(2, 0);
        }

        else if (collision.gameObject.name == "RightWall")
        {
            GameManager.coin += 1;
            Destroy(this.gameObject);
            SavedAlien = Instantiate(Resources.Load("Prefabs/SavedAlien"), new Vector2(Random.Range(540, 680), Random.Range(45, 145)), Quaternion.identity) as GameObject;
            SavedAlien.transform.SetParent(GameObject.Find("SavedThings").transform);
        }
    }
Example #18
0
	// Update is called once per frame
	void Update () {
		if(player_1 == null){
			player_1 = GameObject.Find("Player1").GetComponent<Player1>();
		}
		
		if(player_2 == null){
			player_2 = GameObject.Find("Player2").GetComponent<Player2>();
		}
		
		if(anim1 == null){
			// Load player 1's character (default = Dennis)
			if(savedSelections.selected_p1 == "S. Racks"){
				anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SRacks", typeof(RuntimeAnimatorController)));
			}else if(savedSelections.selected_p1 == "SH1-V4"){
				anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SH1V4", typeof(RuntimeAnimatorController)));
			}else if(savedSelections.selected_p1 == "Colonel Topspin"){
				anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/ColonelTopspin", typeof(RuntimeAnimatorController)));
			}else{
				anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/Dennis", typeof(RuntimeAnimatorController)));
			}
		}else{
			// Set the animator controller
			player_1._animator.runtimeAnimatorController = anim1;
		}
	
		if(anim2 == null){
			// Load player 2's character (default = S. Racks)
			if(savedSelections.selected_p2 == "Dennis"){
				anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/Dennis", typeof(RuntimeAnimatorController)));
			}else if(savedSelections.selected_p2 == "SH1-V4"){
				anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SH1V4", typeof(RuntimeAnimatorController)));
			}else if(savedSelections.selected_p2 == "Colonel Topspin"){
				anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/ColonelTopspin", typeof(RuntimeAnimatorController)));
			}else{
				anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SRacks", typeof(RuntimeAnimatorController)));
			}
		}else{
			// Set the animator controller
			player_2._animator.runtimeAnimatorController = anim2;
		}
	}
Example #19
0
    private void Awake()
    {
        animator = transform.gameObject.AddComponent <Animator>();
        animator.runtimeAnimatorController = RuntimeAnimatorController.Instantiate(Resources.Load("animations/CraftableItemController")) as RuntimeAnimatorController;

        if (xLength * zLength < 1)
        {
            Debug.LogError("Can't have non positive xLength or zLength!");
            xLength = 1;
            zLength = 1;
        }

        var collider = transform.gameObject.AddComponent <BoxCollider>();

        collider.isTrigger = true;
        collider.size      = new Vector3(xLength, 0.2f, zLength);
        collider.center    = new Vector3(0, 0.1f, 0);

        fixOffset();
        translateControls = this.gameObject.AddComponent <PositionArrowsController> ();
        translateControls.setSize(xLength, zLength);
    }
Example #20
0
        protected void testLoadAnimatorControllerPrefab()
        {
            LoadParam param;

            param = Ctx.m_instance.m_poolSys.newObject <LoadParam>();
            LocalFileSys.modifyLoadParam("Animation/Scene/Control.prefab", param);
            param.m_loadNeedCoroutine = false;
            param.m_resNeedCoroutine  = false;
            PrefabResItem bbb = Ctx.m_instance.m_resLoadMgr.getAndLoad(param) as PrefabResItem;

            Ctx.m_instance.m_poolSys.deleteObj(param);

            GameObject _go      = UtilApi.createGameObject("AnimatorController");
            Animator   animator = _go.AddComponent <Animator>();
            GameObject _insObj  = bbb.InstantiateObject("");
            RuntimeAnimatorController controlCom = _insObj.GetComponent <Animator>().runtimeAnimatorController;
            //_insObj.GetComponent<Animator>().runtimeAnimatorController = null;
            RuntimeAnimatorController copyCom = RuntimeAnimatorController.Instantiate(controlCom);

            animator.runtimeAnimatorController = copyCom;
            //UtilApi.SetParent(_insObj, _go);
            UtilApi.Destroy(_insObj);
        }
Example #21
0
        private void Start()
        {
            VrmControllingObjectNumber++;
            vrmObjectNumber = VrmControllingObjectNumber;
            animation       = GetComponent <Animation>();
            animator        = GetComponent <Animator>();
            animator.runtimeAnimatorController =
                (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(
                    Resources.Load("AnimatorControllers/MixamoAnimatorController"));
            animator.updateMode = AnimatorUpdateMode.UnscaledTime;
            openAnimationKey    = Animator.StringToHash("Entry");
            animator.Play(openAnimationKey, 0, currentAnimationTime);
            animation.playAutomatically = true;
            transform.Rotate(0f, 180f, 0f);
            animatorControllerDropdownGameObject    = GameObject.Find("AnimatorControllerDropdown");
            animatorControllerDropdown              = animatorControllerDropdownGameObject.GetComponent <TMP_Dropdown>();
            previousAnimatorControllerDrowdownValue = animatorControllerDropdown.value;
            ChangedAnimatorControllerDropdownValue();
            animationSpeedRateTextGameObject = GameObject.Find("AnimationSpeedRateText");
            animationSpeedRateText           = animationSpeedRateTextGameObject.GetComponent <TextMeshProUGUI>();

            //ヨーロッパ圏での小数点入力の際に必要であるようです。
            System.Globalization.CultureInfo.CurrentCulture = new System.Globalization.CultureInfo("en-us");
        }
Example #22
0
        void Start()
        {
            #region UI 表示物
            fight0 = GameObject.Find(ThisSceneDto.GameObjFight0);
            fight0.GetComponent <Text>().text = ThisSceneDto.CharacterToFightMessage[(int)CommonScript.UseCharacters[PlayerIndex.Player1]];
            fight1  = GameObject.Find(ThisSceneDto.GameObjFight1);
            resign0 = GameObject.Find(ThisSceneDto.GameObjResign0);
            resign0.SetActive(false);

            this.PlayerDTOs = new Dictionary <PlayerIndex, PlayerDto>()
            {
                { PlayerIndex.Player1, new PlayerDto(
                      // bar1のRectTransformコンポーネントをキャッシュ
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Bar]).GetComponent <RectTransform>(),
                      // 名前
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Name]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Value]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Player]),
                      new GameObject[] { GameObject.Find("ResultP0_0"), GameObject.Find("ResultP0_1") },
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Turn]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Turn]).GetComponent <Outline>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Time]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player1][(int)GameObjectTypeIndex.Time]).GetComponent <Outline>()
                      ) },
                { PlayerIndex.Player2, new PlayerDto(
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Bar]).GetComponent <RectTransform>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Name]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Value]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Player]),
                      new GameObject[] { GameObject.Find("ResultP1_0"), GameObject.Find("ResultP1_1") },
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Turn]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Turn]).GetComponent <Outline>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Time]).GetComponent <Text>(),
                      GameObject.Find(ThisSceneDto.GameObjectPaths[PlayerIndex.Player2][(int)GameObjectTypeIndex.Time]).GetComponent <Outline>()
                      ) },
            };
            this.PublicPlayerDTOs = new Dictionary <PlayerIndex, PublicPlayerDto>()
            {
                { PlayerIndex.Player1, new PublicPlayerDto() },
                { PlayerIndex.Player2, new PublicPlayerDto() },
            };

            #endregion

            #region 選択キャラクター
            foreach (var player in PlayerIndexes.All)
            {
                CharacterIndex character = CommonScript.UseCharacters[player];
                this.PlayerDTOs[player].PlayerName.text = ThisSceneDto.CharacterToNameRoma[(int)character];

                // アニメーター
                this.PlayerDTOs[player].PlayerCharAnimetor.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(ThisSceneDto.CharacterToAnimationController[(int)character]));
            }
            #endregion

            // 初期化。
            InitTime();
            this.PublicPlayerDTOs[PlayerIndex.Player1].AttackPower = 0.0f;
            this.PublicPlayerDTOs[PlayerIndex.Player2].AttackPower = 0.0f;

            //StateExTable.Instance.InsertAllStates();

            #region リセット(配列やスプライト等の初期設定が終わってから)
            ReadyingTime = 0;
            SetTeban(PlayerIndex.Player1);

            // コンピューターかどうか。
            foreach (var player in PlayerIndexes.All)
            {
                this.PlayerDTOs[player].PlayerCharScript.isComputer = CommonScript.computerFlags[player];
            }
            #endregion
        }
Example #23
0
        private void ChangedAnimatorControllerDropdownValue()
        {
            switch (animatorControllerDropdown.value)
            {
            case 0:
                animator.runtimeAnimatorController = null;
                break;

            case 1:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerArmStretching"));
                break;

            case 2:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerCards"));
                break;

            case 3:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerDancing"));
                break;

            case 4:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerHapplyIdle"));
                break;

            case 5:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerOrcIdle"));
                break;

            case 6:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerSitting"));
                break;

            case 7:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerSittingClap"));
                break;

            case 8:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerSittingThumbsUp"));
                break;

            case 9:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerSittingYell"));
                break;

            case 10:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerStandingWBriefcaseIdle"));
                break;

            case 11:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerTaunt"));
                break;

            case 12:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerTextingWhileStanding"));
                break;

            case 13:
                animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("AnimatorControllers/AnimatorControllerThankful"));
                break;

            default:
                break;
            }
        }
Example #24
0
 void LoadRangedAnimator()
 {
     _animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Animation/PlayerRangedStance", typeof(RuntimeAnimatorController)));
     currentlyInRangeMode = true;
     currentlyInMeleeMode = false;
 }
Example #25
0
    void Start()
    {
        platformFriableGrounded = false;
        speed              = 1;
        t                  = new GameObject().transform;
        tFin               = new GameObject().transform;
        t.localPosition    = new Vector3(x, y, 0);
        tFin.localPosition = new Vector3(fin_x, fin_y, 0);
        posDeb             = t.localPosition;
        posFin             = tFin.localPosition;
        posSuivante        = posFin;

        if (transform.name.Contains("platform_1"))
        {
            transform.GetChild(0).GetComponent <SpriteRenderer> ().sprite             = Resources.Load <Sprite>(PlayerPrefs.GetString("Saison"));
            transform.GetChild(0).GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(PlayerPrefs.GetString("Saison") + "Friable"));
        }
        if (transform.name.Contains("platform_2"))
        {
            transform.GetChild(0).GetComponent <SpriteRenderer> ().sprite             = Resources.Load <Sprite>(PlayerPrefs.GetString("Saison") + "Left");
            transform.GetChild(0).GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(PlayerPrefs.GetString("Saison") + "FriableLeft"));
            transform.GetChild(1).GetComponent <SpriteRenderer> ().sprite             = Resources.Load <Sprite>(PlayerPrefs.GetString("Saison") + "Right");
            transform.GetChild(1).GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(PlayerPrefs.GetString("Saison") + "FriableRight"));
        }
        if (transform.name.Contains("platform_3"))
        {
            transform.GetChild(0).GetComponent <SpriteRenderer> ().sprite             = Resources.Load <Sprite>(PlayerPrefs.GetString("Saison") + "Left");
            transform.GetChild(0).GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(PlayerPrefs.GetString("Saison") + "FriableLeft"));
            transform.GetChild(1).GetComponent <SpriteRenderer> ().sprite             = Resources.Load <Sprite>(PlayerPrefs.GetString("Saison") + "Mid");
            transform.GetChild(1).GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(PlayerPrefs.GetString("Saison") + "FriableMid"));
            transform.GetChild(2).GetComponent <SpriteRenderer> ().sprite             = Resources.Load <Sprite>(PlayerPrefs.GetString("Saison") + "Right");
            transform.GetChild(2).GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(PlayerPrefs.GetString("Saison") + "FriableRight"));
        }
        if (friable)
        {
            trigger.ForEach(delegate(GameObject obj) {
                obj.SetActive(true);
            });
        }
    }
Example #26
0
    public void TriggerAfterStomp()
    {
        GameObject interacted = interactedShape.transform.GetChild(0).gameObject;
        GameObject newObject;

        switch (interacted.name)
        {
        case "Sphere":
            interacted.GetComponent <Animator>().SetBool("stomped", false);
            break;

        case "Cube":
            interacted.GetComponent <Animator>().SetBool("stomped", false);
            newObject                                    = GameObject.CreatePrimitive(PrimitiveType.Cube);
            newObject.name                               = "Plank";
            newObject.transform.parent                   = interacted.transform.parent;
            newObject.transform.localPosition            = Vector3.zero;
            newObject.transform.localScale               = new Vector3(1f, 0.01f, 1f);
            newObject.transform.eulerAngles              = new Vector3(0f, 0f, -90f);
            newObject.GetComponent <Renderer>().material = Resources.Load("Materials/Material_002", typeof(Material)) as Material;
            newObject.AddComponent <PlayerShape>();
            newObject.AddComponent <Animator>();
            newObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Animations/Plank/Plank"));
            Destroy(interacted);
            break;

        case "Plank":
            interacted.GetComponent <Animator>().SetBool("stomped", false);
            break;
        }
    }
Example #27
0
    /**
     *  Special trigger for the cube's stomp, which needs to handle the stomped shapes reaction (animation, creation of shapes,
     *  destruction of other shapes, etc...)
     */
    public void TriggerStomp()
    {
        GameObject interacted = interactedShape.transform.GetChild(0).gameObject;
        int        i          = 0;

        switch (interacted.name)
        {
        case "Sphere":
            interacted.GetComponent <Animator>().SetBool("stomped", true);
            break;

        case "Cube":
            interacted.GetComponent <Animator>().SetBool("stomped", true);
            break;

        case "Plank":
            interacted.GetComponent <Animator>().SetBool("stomped", true);
            break;

        case "Pyramid":
            List <Vector3> freeTiles = Pathing.NeighbouringFree(interacted.transform.parent.position);
            if (freeTiles.Count >= 2)
            {
                while (i < 2)
                {
                    GameObject parent   = new GameObject("Player");
                    GameObject miniCube = GameObject.CreatePrimitive(PrimitiveType.Cube);

                    parent.tag = "Unit";
                    parent.transform.position                   = freeTiles[i];
                    miniCube.name                               = "Mini Cube";
                    miniCube.transform.parent                   = parent.transform;
                    miniCube.transform.eulerAngles              = new Vector3(0f, 0f, 0f);
                    miniCube.transform.localPosition            = new Vector3(0f, -0.25f, 0f);
                    miniCube.transform.localScale               = new Vector3(0.5f, 0.5f, 0.5f);
                    miniCube.GetComponent <Renderer>().material = Resources.Load("Materials/Material_002", typeof(Material)) as Material;
                    miniCube.AddComponent <PlayerShape>();
                    miniCube.AddComponent <Animator>();
                    miniCube.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Animations/Mini Cube/Mini Cube"));

                    i++;
                }
                GameObject.Find("Main Camera").GetComponent <UIManager>().ClearUI();
                Destroy(transform.parent.gameObject);
            }
            break;
        }
    }
Example #28
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            if (!PopupManager.firstweaponfound)
            {
                StartCoroutine(GameObject.FindGameObjectWithTag("PopupManager").GetComponent <PopupManager>().firstweapon());
                PopupManager.firstweaponfound = true;
            }

            playersWeapon = switchWeaponsScript.gameObject.transform.GetChild(0).gameObject;
            //switchWeaponsScript.pickaxeActive = false;
            if (SwitchWeapons.pickaxeActive)
            {
                switchWeaponsScript.PutAwayPickaxe();
                SwitchWeapons.pickaxeActive = false;
            }


            //gameObject.transform.parent = playersWeapon.transform.parent;
            //gameObject.transform.rotation = playersWeapon.transform.rotation;
            //gameObject.transform.position = playersWeapon.transform.position;
            //Destroy(playersWeapon);
            //gameObject.transform.SetAsFirstSibling();

            //weaponZeroRW = switchWeaponsScript.weaponZero;
            //weaponOneRW = switchWeaponsScript.weaponOne;



            if (gameObject.name == "spear(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = speartransform.transform.rotation;
                gameObject.transform.position = speartransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("spear", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 7;

                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "lowpolysword(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = playersWeapon.transform.rotation;
                gameObject.transform.position = playersWeapon.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("sword1proto2", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);



                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 1;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();
                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "lowpolymace(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = maceTransform.rotation;
                gameObject.transform.position = maceTransform.position;

                gameObject.transform.parent = playersWeapon.transform.parent;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("lowpolymace", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);
                gameObject.GetComponent <WeaponStats>().weaponType = 2;


                //weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;
                switchWeaponsScript.ChangeWeapon();

                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;
                // gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;
                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "lowpolyhammer(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = playersWeapon.transform.rotation;
                gameObject.transform.position = playersWeapon.transform.position;

                gameObject.transform.parent = playersWeapon.transform.parent;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("lowpolyhammer", typeof(RuntimeAnimatorController)));
                //keepweapon = switchWeaponsScript.weaponOne;

                Destroy(playersWeapon);
                gameObject.GetComponent <WeaponStats>().weaponType = 3;


                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                // gameObject.AddComponent<keepWeapon>();


                Destroy(thiss);



                //switchWeaponsScript.weaponOne = keepweapon;
                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "battleaxe(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = battleaxeTransform.transform.rotation;
                gameObject.transform.position = battleaxeTransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("battleaxe", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 4;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "scythe(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = scytheTransform.transform.rotation;
                gameObject.transform.position = scytheTransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("scythe", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 5;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "lowpolypistol(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = gunTransform.transform.rotation;
                gameObject.transform.position = gunTransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("lowpolypistol", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 6;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "hoe(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = hoeTransform.transform.rotation;
                gameObject.transform.position = hoeTransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("hoe", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 8;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "fork(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = gunTransform.transform.rotation;
                gameObject.transform.position = gunTransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("fork", typeof(RuntimeAnimatorController)));

                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 9;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "dualdaggers(Clone)")
            {
                gameObject.transform.parent   = playersWeapon.transform.parent;
                gameObject.transform.rotation = dualdaggersTransform.transform.rotation;
                gameObject.transform.position = dualdaggersTransform.transform.position;
                gameObject.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                gameObject.transform.Find("dagger1").GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("dagger1", typeof(RuntimeAnimatorController)));
                gameObject.transform.Find("dagger2").GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("dagger2", typeof(RuntimeAnimatorController)));


                Destroy(playersWeapon);


                newWeapon = gameObject;
                newWeapon.GetComponent <WeaponStats>().weaponType = 11;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = gameObject;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(thiss);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
            if (gameObject.name == "hammerandsickledisplay(Clone)")
            {
                GameObject sickle = Instantiate(workingHammerandSickle, gameObject.transform.position, gameObject.transform.rotation) as GameObject;
                sickle.transform.parent   = playersWeapon.transform.parent;
                sickle.transform.rotation = hammerandsickleTransform.transform.rotation;
                sickle.transform.position = hammerandsickleTransform.transform.position;
                sickle.transform.SetAsFirstSibling();

                //switchWeaponsScript.RepopulateArray();

                sickle.gameObject.GetComponent <Animator>().runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("hammerandsickle", typeof(RuntimeAnimatorController)));



                Destroy(playersWeapon);


                newWeapon = sickle;
                newWeapon.GetComponent <WeaponStats>().weaponType = 12;


                //switchWeaponsScript.ChangeWeapon();

                //switchWeaponsScript.ChangeWeapon();

                // weaponsarray[1] = weaponsarray[0];
                //keepweapon = switchWeaponsScript.weaponOne;

                switchWeaponsScript.weaponZero = sickle;
                switchWeaponsScript.weaponOne  = weaponcontainer.transform.GetChild(1).gameObject;

                switchWeaponsScript.ChangeWeapon();
                switchWeaponsScript.fixSlot1   = true;
                SwitchWeapons.weaponZeroActive = true;

                //gameObject.AddComponent<keepWeapon>();

                Destroy(gameObject);

                //switchWeaponsScript.weaponOne = keepweapon;                //weaponsarray[1] = weaponcontainer.transform.GetChild(1).gameObject;
            }
        }
    }
        void Start()
        {
            #region UI 表示物
            fight0 = GameObject.Find(SceneCommon.GAMEOBJ_FIGHT0);
            fight0.GetComponent <Text>().text = SceneCommon.Character_to_fightMessage[(int)CommonScript.Player_to_useCharacter[(int)PlayerIndex.Player1]];
            fight1  = GameObject.Find(SceneCommon.GAMEOBJ_FIGHT1);
            resign0 = GameObject.Find(SceneCommon.GAMEOBJ_RESIGN0);
            resign0.SetActive(false);
            player_to_name  = new[] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Name]).GetComponent <Text>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Name]).GetComponent <Text>() };
            player_to_value = new[] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Value]).GetComponent <Text>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Value]).GetComponent <Text>() };
            #endregion
            #region Internal variable 内部変数
            player_to_winCount = new[] { 0, 0 };
            #endregion
            #region 選択キャラクター
            player_to_playerChar = new[] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Player]), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Player]) };
            player_to_charScript = new[] { player_to_playerChar[(int)PlayerIndex.Player1].GetComponent <Main_PlayerScript>(), player_to_playerChar[(int)PlayerIndex.Player2].GetComponent <Main_PlayerScript>() };
            player_to_anime      = new [] { player_to_playerChar[(int)PlayerIndex.Player1].GetComponent <Animator>(), player_to_playerChar[(int)PlayerIndex.Player2].GetComponent <Animator>() };
            for (int iPlayer = (int)PlayerIndex.Player1; iPlayer < (int)PlayerIndex.Num; iPlayer++)
            {
                CharacterIndex character = CommonScript.Player_to_useCharacter[iPlayer];
                // 名前
                player_to_name[iPlayer].text = SceneCommon.Character_to_nameRoma[(int)character];

                // アニメーター
                player_to_anime[iPlayer].runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load(SceneCommon.Character_to_animationController[(int)character]));
            }
            #endregion

            //bar1のRectTransformコンポーネントをキャッシュ
            player_to_barTransform = new[] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Bar]).GetComponent <RectTransform>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Bar]).GetComponent <RectTransform>() };

            #region 時間制限
            player_to_turn        = new [] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Turn]).GetComponent <Text>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Turn]).GetComponent <Text>() };
            player_to_time        = new [] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Time]).GetComponent <Text>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Time]).GetComponent <Text>() };
            player_to_turnOutline = new [] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Turn]).GetComponent <Outline>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Turn]).GetComponent <Outline>() };
            player_to_timeOutline = new [] { GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player1, (int)GameobjectIndex.Time]).GetComponent <Outline>(), GameObject.Find(SceneCommon.PlayerAndGameobject_to_path[(int)PlayerIndex.Player2, (int)GameobjectIndex.Time]).GetComponent <Outline>() };
            InitTime();
            #endregion

            #region 攻撃力
            player_to_attackPower = new float[] { 0.0f, 0.0f };
            #endregion

            #region ラウンド
            playerAndRound_to_result = new GameObject[, ] {
                { GameObject.Find("ResultP0_0"), GameObject.Find("ResultP0_1") },
                { GameObject.Find("ResultP1_0"), GameObject.Find("ResultP1_1") },
            };
            for (int iPlayer = (int)PlayerIndex.Player1; iPlayer < (int)PlayerIndex.Num; iPlayer++)
            {
                for (int iRound = 0; iRound < 2; iRound++)
                {
                    playerAndRound_to_result[iPlayer, iRound].SetActive(false);
                }
            }
            #endregion

            //StateExTable.Instance.InsertAllStates();

            #region リセット(配列やスプライト等の初期設定が終わってから)
            ReadyingTime = 0;
            SetTeban(PlayerIndex.Player1);
            // コンピューターかどうか。
            for (int iPlayer = (int)PlayerIndex.Player1; iPlayer < (int)PlayerIndex.Num; iPlayer++)
            {
                player_to_charScript[iPlayer].isComputer = CommonScript.Player_to_computer[iPlayer];
            }
            #endregion
        }
 public void StartAnim()
 {
     onAnimator.runtimeAnimatorController = (RuntimeAnimatorController)
                                            RuntimeAnimatorController.Instantiate(Resources.Load("04.Image/Trap/" + Animname,
                                                                                                 typeof(RuntimeAnimatorController)));
 }