public override SoldierStateBase NextState(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { //float h = (float) contex.Get(DTSAnimation.BLEND_TREE_2D_PARAM_NAME_1); //float v = (float) contex.Get(DTSAnimation.BLEND_TREE_2D_PARAM_NAME_2); //animatorHandler.animator.SetFloat(DTSAnimation.BLEND_TREE_2D_PARAM_NAME_1, h); //animatorHandler.animator.SetFloat(DTSAnimation.BLEND_TREE_2D_PARAM_NAME_2, v); if (contex.Check(EContexParam.BEGIN_RUN)) { soldierStateRun.Enter(gameObject, animatorHandler, contex); return(soldierStateRun); } if (contex.Check(EContexParam.BEGIN_CROUCH)) { soldierStateCrouch.Enter(gameObject, animatorHandler, contex); return(soldierStateCrouch); } if (contex.Check(EContexParam.DUMP) && dump.CheckAndRun()) { contex.preState = soldierStateWalk; soldierStateJump.Enter(gameObject, animatorHandler, contex); return(soldierStateJump); } return(soldierStateWalk); }
private void Awake() { //healthbar = FindObjectOfType<HealthBar>(); staminabar = FindObjectOfType <StaminaBar>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); levelLoader = FindObjectOfType <LevelLoader>(); }
// 射击 times 次,每次开火间隔 delay private IEnumerator MultiFire(int times, float delay, AnimatorHandler animatorHandler, CharacterType characterType) { float lastTime = Time.time; Fire(animatorHandler, characterType, false); animatorHandler.animator.SetTrigger(DTSAnimation.SHOOT_BURST); times--; if (times > 0) { while (true) { float nowTime = Time.time; if (nowTime - lastTime > delay) { lastTime = nowTime; times--; Fire(animatorHandler, characterType, false); if (times == 0) { break; } } yield return(null); } } }
internal void Init(Mission mis) { this.mis = mis; // check once for all instances, cause these references are static for all panels if (missionsCMan == null) { goldPileSprites = Resources.LoadAll <Sprite>("Items/Gold").ToList(); missionsCMan = UIManager.i.panels.missionPanel.GetComponent <CanvasManager>(); detailsCanvas = missionsCMan.controlledCanvases.Find(canvas => canvas.name.Contains("Details")); overviewCanvas = UIManager.i.panels.missionPreviewContentPanel.GetComponent <Canvas>(); } //auto-assign some references animatorLocation = locationImage.transform.parent.GetComponent <Animator>(); heroTransform = heroImage.transform.parent; animHero = heroTransform.GetComponent <AnimatorHandler>(); animHero.animMonitor.AnimationFinished += OnAnimationFinished; enemyTransform = enemyImage.transform.parent; animEnemy = enemyTransform.GetComponent <AnimatorHandler>(); animEnemy.animMonitor.AnimationFinished += OnAnimationFinished; // call OnPanelClicked() method when panel is clicked on GetComponent <Button>().onClick.AddListener(() => OnPanelClicked(mis)); MissionEventsSubscription(); UnitEventsSubscription(mis.hero); MissionIntroAnimSetUp(); }
private void Awake() { if (extraHealthActive) { timer += Time.deltaTime; if (timer > extraHealthSpeed) { extraHealth--; extraHealthBar.setCurrentHealth(extraHealth); timer = 0; } } if (contadorMonedasActive) { timerMonedas += Time.deltaTime; if (timerMonedas > tiempoContadorMonedasActivo) { BarraMonedas.SetActive(false); timerMonedas = 0; } } if (FLAGcontadorMonedasActive) { timerMonedas = 0; contadorMonedasActive = true; FLAGcontadorMonedasActive = false; } staminaBar = FindObjectOfType <StaminaBar>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); }
public override void Enter(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { Transform weaponMount = Tools.FindChildrenTransform(gameObject, "Bip001 Spine"); ObjectPoolMgr.Instance.LoadGameObject("model/" + modelName, (obj) => { weaponModel = obj; RecoverBackup(); weaponFire = new WeaponFire(camera, belongSoldierType, weaponConf.recoilUp, weaponConf.recoilLeft, weaponConf.recoilRight, weaponConf.horizontalRevert, weaponConf.verticalRevert, weaponConf.hurt1 ); weaponFire.SetWeapon(weaponModel); obj.name = modelName; obj.transform.parent = weaponMount; obj.transform.localScale = weaponConf.localScale; obj.transform.localPosition = weaponConf.localPosition; obj.transform.localEulerAngles = weaponConf.localRotation; Transform leftHandIKTransform = Tools.FindChildrenTransform(gameObject, IKPosition.IKLeftHand); Transform rightHandIKTransform = Tools.FindChildrenTransform(gameObject, IKPosition.IKRightHand); leftHandIKTransform.localPosition = weaponConf.leftHandIKPositon; rightHandIKTransform.localPosition = weaponConf.rightHandIKPositon; }); animatorHandler.animator.SetInteger(DTSAnimation.WEAPON_PARAM, DTSAnimation.ANIMATION_STATE_WEAPON_INFANTRY); }
public void ReloadBullet(AnimatorHandler animatorHandler) { if (BulletCountSecond.val == 0) { MusicMgr.Instance.PlaySound("kake"); nextAllowUseSkillTime = Time.time * 1000; reload.ClearCD(); return; } if (BulletCountFirstFull == BulletCountFirst.val) { return; } MusicMgr.Instance.PlaySound("reload"); animatorHandler.PlayAnimation(DTSAnimation.HEAVY_RELOAD, 1); MonoMgr.Instance.StartDelayEvent(reload.LockTime, () => { int bulletCount = BulletCountFirstFull - BulletCountFirst.val; bulletCount = Math.Min(bulletCount, BulletCountSecond.val); BulletCountFirst.val += bulletCount; BulletCountSecond.val -= bulletCount; }); }
public override void Update(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { if (nextAllowUseSkillTime > Time.time * 1000) { return; } if (contex.Check(EContexParam.SHOOT) && leftAttack.CheckAndRun()) { LeftAttack(animatorHandler); if (contex.characterType == Entity.CharacterType.PLAYER) { EventMgr.Instance.EventTrigger(EventName.PLAYER_KNIFE_ATTACK, 30); } return; } if (contex.Check(EContexParam.SHOOT_BURST) && rightAttack.CheckAndRun()) { RightAttack(animatorHandler); if (contex.characterType == Entity.CharacterType.PLAYER) { EventMgr.Instance.EventTrigger(EventName.PLAYER_KNIFE_ATTACK, 60); } return; } }
public override void Update(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { if (nextAllowUseSkillTime > Time.time * 1000) { return; } // 换子弹 if (contex.Check(EContexParam.RELOAD) && reload.CheckAndRun()) { nextAllowUseSkillTime = Time.time * 1000 + reload.LockTime; ReloadBullet(animatorHandler); return; } // 单发射击 if (contex.Check(EContexParam.SHOOT)) { if (BulletCountFirst.val >= 1 && shoot.CheckAndRun()) { nextAllowUseSkillTime = Time.time * 1000 + shoot.LockTime; Fire(animatorHandler, contex.characterType); return; } } }
public override void Enter(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { Transform weaponMount = Tools.FindChildrenTransform(gameObject, "Bip001 Spine"); ObjectPoolMgr.Instance.LoadGameObject("model/" + modelName, (obj) => { weaponModel = obj; obj.name = modelName; obj.transform.parent = weaponMount; obj.transform.localScale = weaponConf.localScale; obj.transform.localPosition = weaponConf.localPosition; obj.transform.localEulerAngles = weaponConf.localRotation; Transform leftHandIKTransform = Tools.FindChildrenTransform(gameObject, IKPosition.IKLeftHand); Transform rightHandIKTransform = Tools.FindChildrenTransform(gameObject, IKPosition.IKRightHand); if (leftHandIKTransform) { leftHandIKTransform.localPosition = weaponConf.leftHandIKPositon; } if (rightHandIKTransform) { rightHandIKTransform.localPosition = weaponConf.rightHandIKPositon; } }); animatorHandler.animator.SetInteger(DTSAnimation.WEAPON_PARAM, DTSAnimation.ANIMATION_STATE_WEAPON_KNIFE); }
private void Awake() { animatorHandler = GetComponentInChildren <AnimatorHandler>(); inputHandler = GetComponent <InputHandler>(); cards = this.GetComponent <CardsContainer>(); //Time.timeScale = 0.2f; //anim = GetComponentInChildren<Animator>(); }
void Start() { animatorHandler = GetComponent <AnimatorHandler>(); transform.position = Map.instance.TileCoordToWorldCoord(posX, posY); curHp = maxHp; movementPoints = maxMovementPoints; actionPoints = maxActionPoints; }
public override void AttemptToCastSpell(AnimatorHandler animatorHandler, PlayerStats playerStats, WeaponSlotManager weaponSlotManager) { base.AttemptToCastSpell(animatorHandler, playerStats, weaponSlotManager); GameObject instantiateWarmUpSpellFX = Instantiate(spellWarmUpFX, weaponSlotManager.rightHandSlot.transform); //instantiateWarmUpSpellFX.gameObject.transform.localScale = new Vector3(100, 100, 100); animatorHandler.PlayTargetAnimation(spellAnimation, true); }
private void Awake() { playerAttacker = GetComponentInChildren <PlayerAttacker>(); playerInventory = GetComponent <PlayerInventory>(); playerStats = GetComponent <PlayerStats>(); cameraHandler = FindObjectOfType <CameraHandler>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); playerManager = GetComponent <PlayerManager>(); }
bool precMovY = true; // true si en haut void Start() { rigidbody = GetComponent <Rigidbody>(); inputHadler = GetComponent <InputHandler>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); cameraObject = Camera.main.transform; mytransform = transform; animatorHandler.Initialize(); }
public override void AttemptToConsumeItem(AnimatorHandler playerAnimatorManager, WeaponSlotManager weaponSlotManager, PlayerEffectsManager playerEffectsManager) { base.AttemptToConsumeItem(playerAnimatorManager, weaponSlotManager, playerEffectsManager); GameObject flask = Instantiate(itemModel, weaponSlotManager.leftHandSlot.transform); //instanciamos el modelo del item en la mano derecha playerEffectsManager.currentParticleFX = recoveryFX; //le pasamos el fx playerEffectsManager.amountToBeHealed = healthRecoverAmount; //le pasamos la vida que le tiene que sumar playerEffectsManager.instantiatedFXModel = flask; weaponSlotManager.leftHandSlot.UnloadWeapon(); //ocultamos arma en la mano para poner el item consumible }
private void Awake() { cameraHandler = FindObjectOfType <CameraHandler>(); animatorHandler = GetComponent <AnimatorHandler>(); weaponSlotManager = GetComponent <WeaponSlotManager>(); playerManager = GetComponentInParent <PlayerManager>(); inputHandler = GetComponentInParent <InputHandler>(); playerInventory = GetComponentInParent <PlayerInventory>(); playerStats = GetComponentInParent <PlayerStats>(); }
private void Awake() { //dejar esto en el awake si se cambia de lugar lo de abajo cameraHolder = FindObjectOfType <CameraHolder>(); playerManager = GetComponent <PlayerManager>(); playerStats = GetComponent <PlayerStats>(); rigidbody = GetComponent <Rigidbody>(); inputHandler = GetComponent <InputHandler>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); }
public override void Enter(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { string animation = contex.weapon.GetStandAnimationName(); if (animation != string.Empty) { animatorHandler.animator.SetInteger(DTSAnimation.POSE_PARAM, DTSAnimation.ANIMATION_STATE_STAND); animatorHandler.PlayAnimation(animation, 0); animatorHandler.PlayAnimation(animation, 1); } }
private void Start() { walk = GetComponent <Walk>(); fly = GetComponent <Flying>(); currentMovement = walk; currentMovement.SetCurrentRotation(new Vector3(0, 0, 0)); flightStamina = new Timer(startStaminaValue); controller = GetComponent <CharacterController>(); anim = GetComponent <AnimatorHandler>(); dist = GetComponent <Distance>(); flySafeStartTimer = new Timer(flySafeStart); }
public override void Enter(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { string animation = contex.weapon.GetCrouchAnimationName(); if (animation != string.Empty) { // 设置角色姿态 为 蹲下 animatorHandler.animator.SetInteger(DTSAnimation.POSE_PARAM, DTSAnimation.ANIMATION_STATE_CROUCH); // 播放使用 该武器类型 的 站立动画 animatorHandler.PlayAnimation(animation, 0); animatorHandler.PlayAnimation(animation, 1); } }
void Start() { playerManager = GetComponent <PlayerManager>(); rigidbody = GetComponent <Rigidbody>(); inputHandler = GetComponent <InputHandler>(); animatorHandler = GetComponentInChildren <AnimatorHandler>(); cameraObject = Camera.main.transform; myTransform = transform; animatorHandler.Initialize(); playerManager.isGrounded = true; ignoreForGroundCheck = ~(1 << 7 | 1 << 11); //We could just set the Layer directly }
public override void Update(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { if (nextAllowUseSkillTime > Time.time * 1000) { return; } // 换子弹 if (contex.Check(EContexParam.RELOAD) && reload.CheckAndRun()) { nextAllowUseSkillTime = Time.time * 1000 + reload.LockTime; ReloadBullet(animatorHandler); return; } // 单发射击 if (contex.Check(EContexParam.SHOOT)) { if (BulletCountFirst.val >= 1 && shoot.CheckAndRun()) { nextAllowUseSkillTime = Time.time * 1000 + shoot.LockTime; Fire(animatorHandler, contex.characterType); return; } } // 三发射击 if (contex.Check(EContexParam.SHOOT_BURST)) { if (BulletCountFirst.val >= 3 && shootBrush.CheckAndRun()) { MonoMgr.Instance.StartCoroutine(MultiFire(3, 0.1f, animatorHandler, contex.characterType)); nextAllowUseSkillTime = Time.time * 1000 + shootBrush.LockTime; return; } } if (contex.Check(EContexParam.SHOOT_LINE) && shootLine.CheckAndRun() && camera != null) { if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit, Mathf.Infinity)) { EventMgr.Instance.EventTrigger(EventName.ATTACK_YUN, new SkillAttackYunBullet { position = weaponModel.transform.position, direct = hit.point - weaponModel.transform.position, force = 100, }); } } }
public virtual void AttemptToConsumeItem(AnimatorHandler playerAnimatorManager, WeaponSlotManager weaponSlotManager, PlayerEffectsManager playerEffectsManager) { if (currentItemAmount > 0 && maxItemAmount >= currentItemAmount) //si tiene items que consumir { //hacer animacion playerAnimatorManager.PlayTargetAnimation(consumeAnimation, isInteracting); currentItemAmount = currentItemAmount - 1; } else { //hacer animacion de que no tiene mas consumibles , deteniendo al player un instante //playerAnimatorManager.PlayTargetAnimation("Shrug", true); } }
private void Start() { playerManager = GetComponent <PlayerManager>(); // fall stuff rigidbody = GetComponent <Rigidbody>(); inputHandler = GetComponent <InputHandler>(); cameraObject = Camera.main.transform; myTransform = transform; animatorHandler = GetComponentInChildren <AnimatorHandler>(); animatorHandler.Initialize(); playerManager.isGrounded = true; // fall stuff ignoreForGroundCheck = ~(1 << 9 | 1 << 11); Physics.IgnoreCollision(characterCollider, characterCollisionBlockerCollider); }
public override SoldierStateBase NextState(GameObject gameObject, AnimatorHandler animatorHandler, StateContex contex) { if (contex.Check(EContexParam.END_RUN)) { soldierStateWalk.Enter(gameObject, animatorHandler, contex); return(soldierStateWalk); } if (contex.Check(EContexParam.DUMP) && dump.CheckAndRun()) { contex.preState = soldierStateRun; soldierStateJump.Enter(gameObject, animatorHandler, contex); return(soldierStateJump); } return(soldierStateRun); }
void Start() { cam = Camera.main; viewVisual = true; skillWheelPanel.SetActive(false); currentSkill = skills[0]; baseColor = skillsImg[0].color; anim = GetComponentInChildren <AnimatorHandler>(); cards = FindObjectOfType <CardsContainer>(); if (FindObjectOfType <PlayerPassives>() != null) { foreach (var item in skills) { item.cooldownTime = item.cooldownTime - (item.cooldownTime * PlayerPassives.instance.cooldownBonus); } } }
private void Awake() { playerAttacker = GetComponent <PlayerAttacker>(); playerInventory = GetComponent <PlayerInventory>(); playerManager = GetComponent <PlayerManager>(); tutorial = FindObjectOfType <tutorialHandler>(); playerEffectsManager = GetComponentInChildren <PlayerEffectsManager>(); playerAnimatorManager = GetComponentInChildren <AnimatorHandler>(); weaponSlotManager = GetComponentInChildren <WeaponSlotManager>(); playerLocomotion = GetComponent <PlayerLocomotion>(); playerStats = GetComponent <PlayerStats>(); cameraHolder = FindObjectOfType <CameraHolder>(); UIManager = FindObjectOfType <UIManager>(); help_input = false; }
public void Fire(AnimatorHandler animatorHandler, CharacterType characterType, bool enterAnimation = true) { if (BulletCountFirst.val > 0) { BulletCountFirst.val -= 1; MusicMgr.Instance.PlaySound("fire"); weaponFire.Tick(characterType); if (enterAnimation) { animatorHandler.animator.SetTrigger(DTSAnimation.SHOOT); } } else { //MusicMgr.Instance.PlaySound("kake"); } }
private void Awake() { playerAttacker = GetComponent <PlayerAttacker>(); playerInventory = GetComponent <PlayerInventory>(); playerManager = GetComponent <PlayerManager>(); skillManager = GetComponent <SkillManager>(); animHandler = GetComponentInChildren <AnimatorHandler>(); if (inputActions == null) { //We need to Instantiate the Control Asset via Script. It doesnt show in the inspector inputActions = new Controls(); inputActions.Player.Movement.performed += ctx => _movementInput = ctx.ReadValue <Vector2>(); //inputActions.Player.XYAxis.performed += ctx => _cameraInput = ctx.ReadValue<Vector2>(); } SetCursorState(false, true); }