override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (firstSetting) { this.IKController = animator.GetComponent<IKControllerHumanoid>(); this.toKeepDistanceHash = Animator.StringToHash("ToKeepDistance"); this.rollingHash = Animator.StringToHash("Rolling"); this.controller = animator.GetComponent<ControllerAIHumanoid>(); this.firstSetting = false; } if (!controller.isServer) return; if (Random.Range(0, 4) == 0) { animator.SetBool(rollingHash, true); } IKController.SetDefaultWeaponTarget(); controller.RVOController.enableRotation = true; Vector3 thePointToFleeFrom = controller.CurrentEnemy.transform.position; int theGScoreToStopAt = 1000; FleePath path = FleePath.Construct(animator.transform.position, thePointToFleeFrom, theGScoreToStopAt); path.aimStrength = 10; controller.ManuallySetPath(path); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) { var pos = Utils.Instance.GetPlayerByColor(animator.GetComponent<GameManager>().GetCurrentPlayer()).transform.position; animator.GetComponent<CameraManager>().GetPlayerCamera().transform.position = Vector3.Lerp( animator.GetComponent<CameraManager>().GetMainCamera().transform.position, new Vector3(pos.x + 4, pos.y + 5, pos.z - 15), stateInfo.normalizedTime % 1.0f); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_enemy == null) { _enemy = animator.GetComponent<Enemy>(); _nma = animator.GetComponent<NavMeshAgent>(); } _nma.speed = _enemy.moveSpeed; }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.GetComponent<GramophoneController>().MusicParticleSystem.Stop(); AudioSource audioSource = animator.GetComponent<AudioSource>(); if( audioSource != null ) { audioSource.Stop(); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.GetComponent<Character>().Attack = false; if (stateInfo.IsTag("attack")) { animator.GetComponent<Character>().MeleeAttack(); } animator.ResetTrigger("attack"); animator.ResetTrigger("throw"); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //myBoxCollider = animator.transform.FindChild("Sword").GetComponent<BoxCollider>(); myBoxCollider = animator.GetComponent<PlayerController>().mySwordBoxCollider; myWeaponAttack = animator.GetComponent<PlayerController>().mySwordsAttack; myWeaponAttack.damage += 20; myBoxCollider.enabled = true; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (firstSetting) { this.shootingHash = Animator.StringToHash("Shooting"); this.IKController = animator.GetComponent<IKControllerHumanoid>(); this.controller = animator.GetComponent<ControllerAIHumanoid>(); this.firstSetting = false; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GameObject[] players = GameObject.FindGameObjectsWithTag ("Player"); Attack attack = animator.GetComponent<AttackQueue> ().Attack; Enemy enem = animator.GetComponent<Enemy> (); Vector3 fromTo = enem.Target.transform.position - animator.transform.position; if (fromTo.magnitude <= attack.collSize.magnitude) { animator.SetFloat (AnimatorConstants.PUNCH, Random.value); } else { animator.SetFloat (AnimatorConstants.PUNCH, 0f); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) { int currentIteration = Mathf.FloorToInt(stateInfo.normalizedTime); if (currentIteration != _iteration) { _iteration = currentIteration; if( currentIteration == animator.GetComponent<GameManager>().GetDiceNumber() ) { Debug.Log("iter = " + currentIteration); _currentPlayer.GetAnimator().Play("idle"); animator.GetComponent<CameraManager>().UnfocusOnPlayer(_currentPlayer.GetPlayerColor()); animator.GetComponent<GameManager>().NextPlayer(); animator.SetTrigger("PlayerFinishMoveTrigger"); ok = true; // NANDEEE return; } else { var nextID = Utils.Instance.GetCaseByID(_currentPlayer.GetCaseID()).GetNextCaseID(); _currentPlayer.SetCaseID(nextID); if (Utils.Instance.GetCaseByID(nextID).GetCaseType() == ECaseType.INTERSECTION) animator.GetComponent<GameManager>().SetDiceNumber(animator.GetComponent<GameManager>().GetDiceNumber() + 1); _startMarker = _currentPlayer.transform.position; _endMarker = Utils.Instance.GetCaseByID(nextID).GetCasePosition(_currentPlayer.GetPlayerColor(), false); float animLength = Vector3.Distance(_startMarker, _endMarker); switch (_currentPlayer.GetPlayerColor()) { case EPlayer.BLUE: PlayerPrefs.SetInt("PLAYER_BLUE_CASEID", nextID); break; case EPlayer.GREEN: PlayerPrefs.SetInt("PLAYER_GREEN_CASEID", nextID); break; case EPlayer.RED: PlayerPrefs.SetInt("PLAYER_RED_CASEID", nextID); break; case EPlayer.YELLOW: PlayerPrefs.SetInt("PLAYER_YELLOW_CASEID", nextID); break; } animator.SetFloat("MoveInverseDuration", _speed / animLength); } } if(!ok )//TODO : A voir !! { float fracJourney = stateInfo.normalizedTime % 1.0f; _currentPlayer.transform.position = Vector3.Lerp(_startMarker, _endMarker, fracJourney); _currentPlayer.transform.LookAt(_endMarker); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_player == null) { _player = animator.GetComponent<Player>(); _nma = animator.GetComponent<NavMeshAgent>(); _animator = animator; } _nma.speed = _player.moveSpeed; _animator.SetBool("Run", true); InputHandler.instance.enabled = true; }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Enemy en = animator.GetComponent<Enemy> (); GameObject target = en.Target; Vector3 fromTo = target.transform.position - animator.transform.position; Vector3 added = fromTo.normalized * en.Speed * Time.deltaTime; animator.transform.position += added; if (fromTo.magnitude <= animator.GetComponent<AttackQueue> ().Attack.collSize.magnitude / 2) { animator.SetBool (AnimatorConstants.TOOCLOSE, true); } else { animator.SetBool (AnimatorConstants.TOOCLOSE, false); } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (firstSetting) { this.shootingHash = Animator.StringToHash("Shooting"); this.IKController = animator.GetComponent<IKControllerHumanoid>(); this.controller = animator.GetComponent<ControllerAIHumanoid>(); this.firstSetting = false; } if (!controller.isServer) return; IKController.SetWeaponTarget(controller.CurrentEnemy.transform); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //if (AnimationStateEvent == StateEvent.Enter) //{ animator.GetComponent<RomanCharState>().SetState(characterState); //Debug.Log("animator script, set: " + characterState); //} if (animator.GetComponent<RomanCharState>().GetState() == RomanCharState.State.Landing) { RSUtil.Instance.DelayedAction(() => { animator.SetTrigger("Idle"); Debug.Log("FIRED"); }, 1f); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = animator.GetComponent<Player>(); stateStartT = Time.time; lastIdleTry = stateStartT + 1f; lastRand = 100; }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) { if( Utils.Instance.GetPlayerByColor(animator.GetComponent<GameManager>().GetCurrentPlayer()).GetAnimPointMiddle() ) { animator.SetTrigger("WheelFreezeTrigger"); } }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { MobMotion motion = animator.GetComponent<MobMotion>(); Vector2 movement = motion.PendingMovement; animator.SetFloat(MovX, movement.x); animator.SetFloat(MovY, movement.y); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_player == null) _player = animator.GetComponent<Player>(); animator.SetBool("Died", true); InputHandler.instance.enabled = false; }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(charController == null) charController = animator.GetComponent<RomanCharController>(); //charController.RunStateLogic(AnimState.Enter); }
// 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) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { myBoxCollider = animator.GetComponent<PlayerController>().mySwordBoxCollider; myBoxCollider.enabled = false; animator.SetBool("Whirlwinding", false); }
public void OpenPanel (Animator anim) { if (m_Open == anim) return; anim.gameObject.SetActive (true); //print (anim.name); //phần vá if (anim.name == "QuitWindow") { anim.GetComponent<Exitgame> ().SetActive (); } var newPreviouslySelected = EventSystem.current.currentSelectedGameObject; anim.transform.SetAsLastSibling (); CloseCurrent (); m_PreviouslySelected = newPreviouslySelected; m_Open = anim; m_Open.SetBool (m_OpenParameterId, true); GameObject go = FindFirstEnabledSelectable (anim.gameObject); SetSelected (go); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Vector2 movement = animator.GetComponent<MobMotion>().PendingMovement; movement.Normalize(); animator.SetFloat(MovX, movement.x); animator.SetFloat(MovY, movement.y); }
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(gun == null) gun = animator.gameObject.transform.Find("arm_gun:Bip001 R UpperArm/arm_gun:Bip001 R Forearm/arm_gun:Bip001 R Hand/Bazooka1/Spawn"); // todo use full path for faster if(bullets == null) { bullets = new GameObject[maxPool]; for(int i = 0; i < maxPool; i++) { bullets[i] = (GameObject)Instantiate(bulletPrefab); bullets[i].SetActive(false); } } for(int i = 0; i < numShots; i++) { //GameObject bullet = Instantiate(bulletPrefab, gun.position, gun.rotation) as GameObject; bullets[currentBullet].transform.position = gun.position; bullets[currentBullet].transform.rotation = gun.rotation; bullets[currentBullet].transform.Rotate(Random.Range(-15f, 15f), Random.Range(-15f, 15f), 0f); bullets[currentBullet].GetComponent<Rigidbody>().velocity = gun.TransformDirection(new Vector3(0,0,shootForce)); bullets[currentBullet].SetActive(true); if(++currentBullet >= maxPool) currentBullet = 0; } //currently bug in Unity 5 RC1 //animator.GetComponent<AudioSource>().PlayOneShot(shootClip); animator.GetComponent<AudioSource>().Play(); }
//public bool turnedAround; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!charController) charController = animator.GetComponent<SimpleCharController> (); //charController.canTurnAround = false; }
// 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) { UnityGuiView view = animator.GetComponent<UnityGuiView>(); if (view != null) { //view.OnHidden(); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_enemy == null) _enemy = animator.GetComponent<Enemy>(); animator.SetBool("Died", true); _enemy.DropItems(); _enemy.Invoke("SetActiveFalse", _enemy.hideTime); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { deathTimer += Time.deltaTime; if (deathTimer >= respawnTime) { animator.GetComponent<Character>().Death(); } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (owner == null) owner = animator.GetComponent<AIController>(); target = GameManager.Instance.Wizard.transform; owner.agent.SetDestination(target.position); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Enemy en = animator.GetComponent<Enemy> (); GameObject target = en.Target; Vector3 fromTo = target.transform.position - animator.transform.position; Vector3 added = fromTo.normalized * en.Speed * Time.deltaTime; added = _rotation * added; animator.transform.position += added; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) { ok = false; _iteration = -1; _currentPlayer = Utils.Instance.GetPlayerByColor(animator.GetComponent<GameManager>().GetCurrentPlayer()); _currentPlayer.ResetAnim(); _currentPlayer.GetAnimator().Play("running_inPlace"); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); mn = animator.GetComponent<Minion>(); mn.MyRgd.constraints = RigidbodyConstraints.None; elapsed = 0.0f; }