// Use this for initialization
    void Start()
    {
        UnityArmatureComponent unityArmature = GetComponent <UnityArmatureComponent>();

        UnityFactory.factory.autoSearch = true;
        UnityFactory.factory.ReplaceSlotDisplay(
            dragonBonesName, armatureName, slotName, displayName, unityArmature.armature.GetSlot(replaceSlot),
            replaceTex, new Material(Shader.Find("Sprites/Default"))
            );
    }
Example #2
0
    void Awake()
    {
        _armature = GetComponent <UnityArmatureComponent>();

        /*render = GetComponent<SpriteRenderer>();
         * if(render == null)
         * {
         *  Debug.LogError("No sprite renderer in player character.");
         * }*/
    }
Example #3
0
    private void Start()
    {
        character = GetComponent <UnityArmatureComponent>();

        healthBar.SetMaxHealth(monster.totalHealth);
        healthBar.SetHealth(monster.totalHealth);
        currentHealth = monster.totalHealth;

        Monster.OnReceiveDmg += TakeDamage;
    }
Example #4
0
 void Start()
 {
     onGround      = true;
     standRotation = Quaternion.Euler(0f, 0f, 0f);
     rb            = GetComponent <Rigidbody2D> ();
     armature      = GetComponentInChildren <UnityArmatureComponent> ();
     TIM           = FindObjectOfType <TouchInputMovement> ();
     m_SFXPlayer   = FindObjectOfType <SFXPlayer> ();
     m_MusicPlayer = FindObjectOfType <MusicPlayer> ();
 }
Example #5
0
 private void InitializeComponent()
 {
     rigid = this.gameObject.GetComponent <Rigidbody2D>();
     // pGraphic 이엿음
     //spr = this.transform.Find("playerGHP").GetComponent<SpriteRenderer>();
     //anim = this.transform.Find("playerGHP").GetComponent<Animator>();
     pArmature = this.transform.Find("PlayerArmature").GetComponent <UnityArmatureComponent>();
     coll      = this.GetComponent <Collider2D>();
     curObj    = null;
     isFacedR  = true;
 }
Example #6
0
    private void InitAnimations()
    {
        UnityFactory.factory.LoadDragonBonesData(charModel + "/" + charModel + "_ske");
        UnityFactory.factory.LoadTextureAtlasData(charModel + "/" + charModel + "_tex");

        animComponent = UnityFactory.factory.BuildArmatureComponent(charModel);

        animComponent.transform.localPosition = transform.position;
        animComponent.transform.localScale    = transform.localScale * charScale;
        animComponent.transform.parent        = transform;
    }
Example #7
0
    void PlayAnimatorByIndex(int index)
    {
        GameObject animateObj = discountobj.transform.Find("ImageBG").
                                Find("LeftButton").Find("ImageViewport").Find("Content").
                                Find("Anime_" + index.ToString()).gameObject;

        UnityArmatureComponent animate = ((GameObject)discountAnimate).GetComponent <UnityArmatureComponent>();

        discountAnimate.transform.SetParent(animateObj.transform, false);
        animate.animation.Play("newAnimation");
    }
Example #8
0
    // Use this for initialization
    void Start()
    {
        Vector2 min = Camera.main.ViewportToWorldPoint(new Vector2(0, 0));
        Vector2 max = Camera.main.ViewportToWorldPoint(new Vector2(1, 1));

        Player.print("width:" + min.x + " , " + max.x);
        Player.print("height:" + min.y + " , " + max.y);
        //StartCoroutine(initPlayers());
        // SpriteRenderer spriteRenderer = GetComponent<Renderer>() as SpriteRenderer;
        int charIndex = 0;

        for (int i = 0; i < BasicPlayerInfo.instance.CharacterDiscription.Length; i++)
        {
            if (role == BasicPlayerInfo.instance.CharacterDiscription[i])
            {
                charIndex = i;
                break;
            }
        }
        //if (role == "ninja")
        //     spriteRenderer.sprite = sprites[0];
        // else if (role == "hunter")
        //     spriteRenderer.sprite = sprites[1];
        // else if (role == "enchanter")
        //     spriteRenderer.sprite = sprites[2];
        // else if (role == "thief")
        //     spriteRenderer.sprite = sprites[3];
        CmdInitializeAll();
        maincamera        = Camera.main;
        m_RigidBody2D     = GetComponent <Rigidbody2D>();
        armatureComponent = GetComponent <UnityArmatureComponent>();
        Player.print("eyes" + eyes + "char" + charIndex + "skin" + skin);
        BasicPlayerInfo.UpdateEyes(eyes, armatureComponent);
        BasicPlayerInfo.UpdateChar(charIndex, armatureComponent);
        BasicPlayerInfo.UpdateColor(skin, armatureComponent);
        int index = 1;

        GameObject[] objs = GameObject.FindGameObjectsWithTag("Player");
        foreach (GameObject gameObj in objs)
        {
            Player p = gameObj.GetComponent <Player>();
            p.GetComponent <UnityArmatureComponent>().transform.position = new Vector3(0.0f, 0.0f, -15.0f + index);
            index++;
            if (p.isLocalPlayer)
            {
                armatureComponent.transform.position = new Vector3(0.0f, 0.0f, -15.0f);
            }
        }
        items    = new List <string>();
        speedmul = 15f;
        initPlayers();
        // Warning!!!! make all character's slot as 1
        slots = 1;
    }
Example #9
0
    private void Start()
    {
        Battle.OnHeroAttack += Attack;

        UnityArmatureComponent character = GetComponent <UnityArmatureComponent>();

        maxHealth     = hero.hp;
        currentHealth = maxHealth;
        healthBar.SetMaxHealth(maxHealth);
        healthBar.SetHealth(maxHealth);
    }
    private static readonly string[] WEAPON_RIGHT_LIST = { "weapon_1004_r", "weapon_1004b_r", "weapon_1004c_r", "weapon_1004d_r", "weapon_1004e_r" }; //换装武器的图片名称数组

    // Start is called before the first frame update
    void Start()
    {
        _armatureComp = GetComponent <UnityArmatureComponent>();                            //定义龙骨骨架
        _armatureComp.animation.Play("idle");                                               //播放待机动画
        _armatureComp.debugDraw = true;                                                     //显示骨架和包围盒线段
        // Load Right Weapon Data
        UnityFactory.factory.LoadDragonBonesData("weapon_1004_show/weapon_1004_show_ske");  //加载武器龙骨数据到缓存
        UnityFactory.factory.LoadTextureAtlasData("weapon_1004_show/weapon_1004_show_tex"); //加载武器龙骨数据到缓存

        _tailWeaponSlot  = _armatureComp.armature.GetSlot("weapon");                        //定义要换装武器图片的插槽
        _tailWeaponIndex = 0;                                                               //换装武器编号初始化
    }
Example #11
0
        public Animation(UnityArmatureComponent horizontalArmature, UnityArmatureComponent verticalArmature)
        {
            _horizontalArmature = horizontalArmature;
            _verticalArmature   = verticalArmature;

            currentArmature = _verticalArmature;
            disableArmature = _horizontalArmature;

            disableArmature.gameObject.SetActive(false);
            currentArmature.gameObject.SetActive(true);

            KeyboardInput.Instance.OnInput += UpdateMovement;
        }
Example #12
0
    protected override void OnStart()
    {
        // Load body
        this._LoadData("you_xin/body/body_ske", "you_xin/body/body_tex");
        // Load suits
        var dragonBonesJSONPath  = "";
        var textureAtlasJSONPath = "";

        foreach (var suitName in this._suitConfigs.Keys)
        {
            var parts = this._suitConfigs[suitName];
            foreach (var partArmatureName in parts)
            {
                //you_xin/suit1/2010600a/2010600a_ske
                dragonBonesJSONPath = "you_xin/" + suitName + "/" + partArmatureName + "/" + partArmatureName + "_ske";
                //you_xin/suit1/2010600a/2010600a_tex
                textureAtlasJSONPath = "you_xin/" + suitName + "/" + partArmatureName + "/" + partArmatureName + "_tex";
                //
                this._LoadData(dragonBonesJSONPath, textureAtlasJSONPath);
            }
        }

        // Build body
        this._bodyArmatureComp = UnityFactory.factory.BuildArmatureComponent("body");
        //
        this._bodyArmatureComp.CloseCombineMeshs();
        //
        this._bodyArmatureComp.transform.localScale    = new Vector3(0.5f, 0.5f, 1.0f);
        this._bodyArmatureComp.transform.localPosition = new Vector3(0.0f, -4.0f, 0.0f);

        // Add loop complete event listener
        this._bodyArmatureComp.AddDBEventListener(EventObject.LOOP_COMPLETE, this._OnFrameEventHandler);

        // Play idle animation
        this._bodyArmatureComp.animation.Play("idle", 0);

        // Init the first suit
        var initSuitIndex = 0;
        var suitNames     = this._suitConfigs.Keys.ToArray();
        var initSuitParts = this._suitConfigs[suitNames[initSuitIndex]];

        foreach (var part in initSuitParts)
        {
            var skin = UnityFactory.factory.GetArmatureData(part);

            UnityFactory.factory.ReplaceSkin(this._bodyArmatureComp.armature, skin.defaultSkin);
        }
        // Replace the sencond suit
        this._replaceSuitIndex = ++initSuitIndex;
        this._replaceSuitParts.AddRange(this._suitConfigs[suitNames[initSuitIndex]]);
    }
Example #13
0
        public override void BindToContext(Fighter context)
        {
            if (context != null)
            {
                // Create armature.
                fighterArmature = UnityFactory.factory.BuildArmatureComponent(armatureName); // Input armature name
                fighterArmature.transform.SetParent(transform, false);

#if UNITY_EDITOR
                foreach (string name in fighterArmature.animation.animationNames)
                {
                    Debug.Log(name);
                }
#endif

                PlayAnimation("Idle");

                // Change armature position.
                fighterArmature.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);

                context.OnHitpointsReset += (origin, percent) =>
                {
                    PlayAnimation("Idle");
                };

                context.OnReceivedDamage += (origin, percent) =>
                {
                    if (origin.CurrentHitpoints <= 0)
                    {
                        PlayAnimation("Dead", 1);
                    }
                    else
                    {
                        PlayAnimation("Damage", 1, () =>
                        {
                            PlayAnimation("Idle");
                        });
                    }
                };

                context.OnAttack += (origin, damage) =>
                {
                    PlayAnimation("Attack", 1, () => {
                        PlayAnimation("Idle");
                    });
                };

                healthView.BindToContext(context);
                damageView.BindToContext(context);
            }
        }
 void Start()
 {
     hold            = false;
     Player          = GameObject.Find("Player");
     PM              = GameObject.FindObjectOfType <PijakanManagerScript> ();
     rb              = Player.GetComponent <Rigidbody2D> ();
     minJump         = 0f;
     jumpPressure    = 0f;
     maxJumpPressure = 10f;
     armature        = Player.GetComponentInChildren <UnityArmatureComponent> ();
     m_SFXPlayer     = FindObjectOfType <SFXPlayer> ();
     LR              = Player.GetComponentInChildren <LineRenderer> ();
     LR.enabled      = false;
 }
Example #15
0
 void Start()
 {
     uac     = GetComponentInChildren <UnityArmatureComponent>();
     gm      = GameObject.Find("GameManager").GetComponent <GameManager>();
     player  = GameObject.Find("player");
     ps      = player.GetComponent <Player>();
     fabCtrl = GameObject.Find("FabricCtrl").GetComponent <FabricCtrl>();
     if (activateOnStart)
     {
         Activate();
     }
     dp = GetComponentInChildren <DeathParticles>();
     mr = GetComponentsInChildren <MeshRenderer>();
 }
Example #16
0
    // Use this for initialization
    void Start()
    {
        playerBody        = GetComponent <Rigidbody2D>();
        gd                = GetComponentInChildren <GroundDetect>();
        dmgScript         = GetComponentInChildren <PlayerDamageEnemy>();
        scoreScript       = GetComponentInChildren <PlayerScoreIncrement>();
        cameraScript      = GetComponent <CameraFollow>();
        armatureComponent = GetComponentInChildren <UnityArmatureComponent>();

        lifeBoard.transform.position = new Vector2(20, Screen.height - 10);
        lifeBoard.text = "Continues: " + lifes;

        BoardsUpdate();
    }
Example #17
0
        private IEnumerator Animate(KeyFrame frame)
        {
            float         elapsed       = 0;
            GameObject    go            = gos[frame.name];
            RectTransform rectTransform = dialogs[frame.name].GetComponent <RectTransform>();

            if (IS_3D_MODE)
            {
                // 改变动画状态机的状态
                Animator animator = go.GetComponent <Animator>();
                animator.SetTrigger(frame.name);
            }
            else
            {
                // 播放 DrangonBones 动画
                UnityArmatureComponent             armatureComp = go.GetComponent <UnityArmatureComponent>();
                DragonBones.Animation              animation    = armatureComp.animation;
                Dictionary <string, AnimationData> animations   = animation.animations;
                float length = animations[frame.content].duration;
                if (frame.loop > 0)
                {
                    animation.timeScale = length / (frame.duration / frame.loop);
                }
                else
                {
                    animation.timeScale = 1;
                }
                animation.Play(frame.content, frame.loop);
            }

            // 插值改变物体 transform
            UnityEngine.Transform transform = go.transform;
            transform.SetPositionAndRotation(frame.StartPosition, frame.StartRotation);
            transform.localScale = frame.StartScale;

            while (elapsed < frame.duration)
            {
                transform.SetPositionAndRotation(
                    LerpUtility.Linear(frame.StartPosition, frame.EndPosition, elapsed / frame.duration),
                    LerpUtility.Linear(frame.StartRotation, frame.EndRotation, elapsed / frame.duration)
                    );
                transform.localScale = LerpUtility.Linear(frame.StartScale, frame.EndScale, elapsed / frame.duration);
                if (!IS_3D_MODE)
                {
                    UpdateDialogPos(transform.position, rectTransform);
                }
                elapsed += Time.deltaTime;
                yield return(new WaitForEndOfFrame());
            }
        }
Example #18
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="asset"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="anchor"></param>
        public void SetDragonBones(DragonBonesData asset, int width, int height, Vector2 anchor)
        {
            if (_armatureComponent != null)
            {
                FreeDragonBones();
            }

            _armatureComponent = UnityFactory.factory.BuildArmatureComponent(asset.armatureNames[0], asset.name, null, asset.name);
            _armatureComponent.gameObject.transform.localScale    = new Vector3(100, 100, 1);
            _armatureComponent.gameObject.transform.localPosition = new Vector3(anchor.x, -anchor.y, 0);
            SetWrapTarget(_armatureComponent.gameObject, true, width, height);

            OnChangeDragonBones(null);
        }
Example #19
0
 void FadeAnimation(string name, UnityArmatureComponent obj = null, int layer = 0, float fadeTime = 0.1f, int playTimes = -1)
 {
     if (obj == null)
     {
         obj = anim;
     }
     if (obj != null)
     {
         if (obj.animation.GetState(name) == null)
         {
             obj.animation.FadeIn(name, fadeTime, playTimes, layer);
         }
     }
 }
    // Use this for initialization
    protected override void OnStart()
    {
        // Load Mecha Data
        UnityFactory.factory.LoadDragonBonesData("mecha_1004d/mecha_1004d_ske");
        UnityFactory.factory.LoadTextureAtlasData("mecha_1004d/mecha_1004d_tex");

        // Build Mecha Armature
        this._mechaArmatureComp = UnityFactory.factory.BuildArmatureComponent("mecha_1004d");
        //
        this._mechaArmatureComp.AddDBEventListener(EventObject.LOOP_COMPLETE, OnAnimationEventHandler);

        this._mechaArmatureComp.animation.Play("walk");

        this._mechaArmatureComp.transform.localPosition = new Vector3(0.0f, -2.0f, 0.0f);
    }
Example #21
0
 // Use this for initialization
 protected void Start()
 {
     //Tools.timeData();
     playerRigidbody2D = GetComponent <Rigidbody2D>();
     DBBody            = GetComponentInChildren <UnityArmatureComponent>();
     //DBBody.AddEventListener(DragonBones.FrameEvent.MOVEMENT_FRAME_EVENT, this.onMOVEMENTBoneEvent, this);
     DBBody.AddDBEventListener(DragonBones.EventObject.FRAME_EVENT, this.ShowACTX);
     DBBody.AddDBEventListener(DragonBones.EventObject.SOUND_EVENT, this.ShowACTX);
     roleDate = GetComponent <RoleDate>();
     //DBBody.AddDBEventListener(EventObject.FRAME_EVENT, this.test);
     DBBody.AddDBEventListener("atks", this.Test);
     bodyScale = new Vector3(1, 1, 1);
     vOAtk     = GetComponent <VOAtk>();
     this.transform.localScale = bodyScale;
 }
Example #22
0
    // Use this for initialization
    void Start()
    {
        UnityFactory.factory.LoadDragonBonesData(dragonBonesJSON);

        UnityFactory.factory.LoadTextureAtlasData(textureAtlasJSONPath);
        // Build Mecha Armature
        this._mechaArmatureComp = UnityFactory.factory.BuildArmatureComponent(armatureName);
        //Set position

        this._mechaArmatureComp.transform.localPosition = localPosition;
        this._mechaArmatureComp.transform.localScale    = new Vector3(scale, scale, scale);
        // Add animation event listener
        //this._mechaArmatureComp.AddDBEventListener(EventObject.COMPLETE, this.OnAnimationEventHandler);
        this._mechaArmatureComp.animation.Play(animationMethod);
    }
Example #23
0
    void Start()
    {
        _armatureComponent = GetComponent <UnityArmatureComponent>();
        _armatureComponent.AddEventListener(EventObject.FADE_IN_COMPLETE, AnimationEventHandler);
        _armatureComponent.AddEventListener(EventObject.FADE_OUT_COMPLETE, AnimationEventHandler);

        _animState = _armatureComponent.animation.FadeIn("idle");
        _rigidBody = GetComponent <Rigidbody2D>();
        _rigidBody.freezeRotation = true;
        _rigidBody.gravityScale   = GameDefine.GravityScale;
        _BBCollider = GetComponent <BoxCollider2D>();

        PlayerInputManager.Instance.AddLeftJoystickListoner(LeftJoystickHandler);
        PlayerInputManager.Instance.AddButtonCommandListoner(ButtonCommandHandler);
    }
Example #24
0
    void Awake()
    {
        // Clear
        this._bodyArmatureComp = null;
        this._replaceSuitIndex = 0;

        this._suitConfigs.Clear();
        this._replaceSuitParts.Clear();

        // Init suit1
        var suit1 = new List <string>();

        suit1.Add("2010600a");
        suit1.Add("2010600a_1");
        suit1.Add("20208003");
        suit1.Add("20208003_1");
        suit1.Add("20208003_2");
        suit1.Add("20208003_3");
        suit1.Add("20405006");
        suit1.Add("20509005");
        suit1.Add("20703016");
        suit1.Add("20703016_1");
        suit1.Add("2080100c");
        suit1.Add("2080100e");
        suit1.Add("2080100e_1");
        suit1.Add("20803005");
        suit1.Add("2080500b");
        suit1.Add("2080500b_1");
        this._suitConfigs.Add("suit1", suit1);

        // Init suit2
        var suit2 = new List <string>();

        suit2.Add("20106010");
        suit2.Add("20106010_1");
        suit2.Add("20208006");
        suit2.Add("20208006_1");
        suit2.Add("20208006_2");
        suit2.Add("20208006_3");
        suit2.Add("2040600b");
        suit2.Add("2040600b_1");
        suit2.Add("20509007");
        suit2.Add("20703020");
        suit2.Add("20703020_1");
        suit2.Add("2080b003");
        suit2.Add("20801015");
        this._suitConfigs.Add("suit2", suit2);
    }
Example #25
0
    void Start()
    {
        armatureComponent     = transform.GetComponentInChildren <UnityArmatureComponent>();
        playerMovement        = transform.GetComponent <PlayerMovement>();
        characterController2D = transform.GetComponent <CharacterController2D>();
        totoSkills            = transform.GetComponent <TotoSkills>();

        normalRunSpeed = playerMovement.runSpeed;

        foreach (ParticleSystem ps in snowBall)
        {
#pragma warning disable CS0618 // Тип или член устарел
            ps.enableEmission = false;
#pragma warning restore CS0618 // Тип или член устарел
        }
    }
    public static void UpdateChar(int index, UnityArmatureComponent armatureComponent)
    {
        if (!armatureComponent)
        {
            return;
        }
        string picName = "-deco-" + (++index);

        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "body-deco", "body" + picName, armatureComponent.armature.GetSlot("body-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "head-deco", "head" + picName, armatureComponent.armature.GetSlot("head-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "lefthand-deco", "lh" + picName, armatureComponent.armature.GetSlot("lefthand-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "righthand-deco", "rh" + picName, armatureComponent.armature.GetSlot("righthand-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "leftthigh-deco", "lt" + picName, armatureComponent.armature.GetSlot("leftthigh-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "leftleg-deco", "ll" + picName, armatureComponent.armature.GetSlot("leftleg-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "rightthigh-deco", "rt" + picName, armatureComponent.armature.GetSlot("rightthigh-deco"));
        UnityFactory.factory.ReplaceSlotDisplay("cat", "MarvinCat", "rightleg-deco", "rl" + picName, armatureComponent.armature.GetSlot("rightleg-deco"));
    }
Example #27
0
    void Start()
    {
        //// Load data.
        //UnityFactory.factory.LoadDragonBonesData("Animations/soldiers_ske"); // DragonBones file path (without suffix)
        //UnityFactory.factory.LoadTextureAtlasData("Animations/soldiers_tex"); //Texture atlas file path (without suffix) 
        //                                                            // Create armature.
        //var armatureComponent = UnityFactory.factory.BuildArmatureComponent("Armature"); // Input armature name
        //                                                                              // Play animation.
        //armatureComponent.animation.Play("idle");

        //// Change armatureposition.
        //armatureComponent.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);


        armatureComponent = GetComponent<UnityArmatureComponent>();

    }
Example #28
0
 private void Start()
 {
     audio         = GetComponent <AudioSource>();
     player        = GameObject.FindGameObjectWithTag("Player");
     BGP           = GameObject.FindGameObjectWithTag("AIM").GetComponent <BasicGamePlay>();
     EnemyArmature = GetComponent <UnityArmatureComponent>();
     enemyRG       = GetComponent <Rigidbody2D>();
     if (isFlipped)
     {
         directionToDie = Vector2.left;
         transform.Rotate(0, 180, 0);
     }
     else
     {
         directionToDie = Vector2.right;
     }
 }
Example #29
0
    protected override void OnStart()
    {
        // Load Mecha Data
        UnityFactory.factory.LoadDragonBonesData("mecha_1004d/mecha_1004d_ske");
        UnityFactory.factory.LoadTextureAtlasData("mecha_1004d/mecha_1004d_tex");

        // Build Mecha Armature
        this._mechaArmatureComp = UnityFactory.factory.BuildArmatureComponent("mecha_1004d");

        this._mechaArmatureComp.transform.localPosition = new Vector3(0.0f, -2.0f, 0.0f);

        // Add animation event listener
        this._mechaArmatureComp.AddDBEventListener(EventObject.COMPLETE, this.OnAnimationEventHandler);
        // Add sound event listener
        UnityFactory.factory.soundEventManager.AddDBEventListener(EventObject.SOUND_EVENT, this.OnSoundEventHandler);

        this._mechaArmatureComp.ArmAnimation.Play("walk");
    }
Example #30
0
    // Use this for initialization
    void Start()
    {
        //Load Data
        UnityFactory.factory.LoadDragonBonesData("testAnimation/Rabbit_ske");
        UnityFactory.factory.LoadTextureAtlasData("testAnimation/Rabbit_tex");
        //Create armature

        UnityArmatureComponent armatureComponent = UnityFactory.factory.BuildArmatureComponent("Armature");

        // UnityArmatureComponent armatureComponent = GetComponent<UnityArmatureComponent>;
        if (armatureComponent == null)
        {
            Debug.Log("BadNews");
        }
        armatureComponent.animation.Play("jump");

        armatureComponent.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
    }