private void Awake() { rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); animator = GetComponentInChildren <Animator>(); if (animator == null) { Debug.LogError("ERROR: There is no animator for character."); Destroy(this); } //Find HeadLookController if applied. headLookController = GetComponent <PerfectLookAt>(); ikHands = GetComponent <IKHands>(); //Set for starting Relax state. weapon = Weapon.RELAX; animator.SetInteger("Weapon", -1); animator.SetInteger("WeaponSwitch", -1); StartCoroutine(_ResetIdleTimer()); //Turn off headlook in editor. #if UNITY_EDITOR headLook = false; #endif isHeadlook = headLook; }
private void Awake() { //Setup Animator, add AnimationEvents script. animator = GetComponentInChildren <Animator>(); if (animator == null) { Debug.LogError("ERROR: There is no Animator component for character."); Destroy(this); } else { animator.gameObject.AddComponent <RPGCharacterAnimatorEvents>(); animator.GetComponent <RPGCharacterAnimatorEvents>().rpgCharacterController = this; } rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); //Find HeadLookController if applied. headLookController = GetComponent <PerfectLookAt>(); ikHands = GetComponent <IKHands>(); //Set for starting Unarmed state. weapon = Weapon.UNARMED; animator.SetInteger("Weapon", 0); animator.SetInteger("WeaponSwitch", -1); StartCoroutine(_ResetIdleTimer()); //Turn off headlook in editor. #if UNITY_EDITOR headLook = false; #endif isHeadlook = headLook; }
private void OnTriggerExit(Collider collide) { if (collide.gameObject == character) { RPGCharacterMovementController movement = character.GetComponent <RPGCharacterMovementController>(); movement.jumpSpeed = oldJumpSpeed; character = null; } }
void Awake() { // In order for the navMeshAgent not to interfere with other movement, we want it to be // enabled ONLY when we are actually using it. navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); navMeshAgent.enabled = false; rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterController.SetHandler("Navigation", new Actions.Navigation(this)); }
private void OnTriggerEnter(Collider collide) { RPGCharacterController controller = collide.gameObject.GetComponent <RPGCharacterController>(); if (controller != null) { character = collide.gameObject; RPGCharacterMovementController movement = character.GetComponent <RPGCharacterMovementController>(); oldJumpSpeed = movement.jumpSpeed; movement.jumpSpeed = oldJumpSpeed * 2f; Debug.Log("Trampoline!"); } }
void Awake() { rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); animator = GetComponentInChildren <Animator>(); if (animator == null) { Debug.LogError("ERROR: There is no animator for character."); Destroy(this); } if (target == null) { Debug.LogError("ERROR: There is no target for character."); Destroy(this); } }
private void Awake() { rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); }
void Awake() { rpgCharacterController = GetComponent <RPGCharacterControllerFREE>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); }