void Awake() { player = GameObject.FindWithTag(Tags.Player).transform; enemySight = GetComponent <EnemySight>(); nav = GetComponent <NavMeshAgent> (); anim = GetComponent <Animator>(); hash = GameObject.FindWithTag(Tags.GameController).GetComponent <HashIDs>(); nav.updateRotation = false; //不允许Nav更新敌人的方向 locomotion = new SimpleLocomotion(anim, hash); anim.SetLayerWeight(1, 1f); //设定动画层Shooting\Gun的权重 anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; //将deadZone的单位从角度转换到弧度 }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.Player).transform; enemySight = GetComponent <EnemySight>(); nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindWithTag(Tags.GameController).GetComponent <HashIDs>(); nav.updateRotation = false; locomotion = new SimpleLocomotion(anim, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
private void Awake() { player = GameObject.FindWithTag(Tags.Player).transform; enemySight = GetComponent <EnemySight> (); nav = GetComponent <NavMeshAgent> (); anim = GetComponent <Animator> (); hash = GameObject.FindWithTag(Tags.GameController).GetComponent <HashID> (); nav.updatePosition = false; //表示不允许Nav Mesh Agent 更新Enemy001对象的方向 locomotion = new SimpleLocomotion(anim, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; //将deadZone从角度转到弧度 }
private Transform player; // Reference to the player's transform. #endregion Fields #region Methods void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(Tags.Player).transform; enemySight = GetComponent<EnemySight>(); nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<HashIDs>(); // Making sure the rotation is controlled by Mecanim. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new SimpleLocomotion(anim, hash); // Set the weights for the shooting and gun layers to 1. anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. deadZone *= Mathf.Deg2Rad; }