void DoCompare() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } mBasicInventory = go.GetComponent <BasicInventory>(); int lWeaponSetIndex = (checkCurrentSet ? -1 : weaponSet.Value); if (mBasicInventory != null) { if (mBasicInventory.IsWeaponSetEquipped(lWeaponSetIndex)) { store.Value = true; Fsm.Event(trueEvent); } else { store.Value = false; Fsm.Event(falseEvent); } } }
protected virtual void Awake() { mNavMeshAgent = GetComponent <NavMeshAgent>(); mMotionController = GetComponent <MotionController>(); mCombatant = GetComponent <Combatant>(); mBasicInventory = GetComponent <BasicInventory>(); }
/// <summary> /// Create the standard inventory slots used in the Motion Pack demos /// </summary> /// <param name="rInventory"></param> public static void CreateStandardInventorySlots(BasicInventory rInventory) { BasicInventorySlot lSlot = rInventory.GetInventorySlot(BasicInventory.DefaultSlotNames.RightHand); if (lSlot == null) { rInventory.Slots.Add(new BasicInventorySlot()); rInventory.Slots[rInventory.Slots.Count - 1].ID = BasicInventory.DefaultSlotNames.RightHand; rInventory.Slots[rInventory.Slots.Count - 1].ItemID = ""; } lSlot = rInventory.GetInventorySlot(BasicInventory.DefaultSlotNames.LeftLowerArm); if (lSlot == null) { rInventory.Slots.Add(new BasicInventorySlot()); rInventory.Slots[rInventory.Slots.Count - 1].ID = BasicInventory.DefaultSlotNames.LeftLowerArm; rInventory.Slots[rInventory.Slots.Count - 1].ItemID = ""; } lSlot = rInventory.GetInventorySlot(BasicInventory.DefaultSlotNames.LeftHand); if (lSlot == null) { rInventory.Slots.Add(new BasicInventorySlot()); rInventory.Slots[rInventory.Slots.Count - 1].ID = BasicInventory.DefaultSlotNames.LeftHand; rInventory.Slots[rInventory.Slots.Count - 1].ItemID = ""; } lSlot = rInventory.GetInventorySlot(BasicInventory.DefaultSlotNames.ReadyProjectile); if (lSlot == null) { rInventory.Slots.Add(new BasicInventorySlot()); rInventory.Slots[rInventory.Slots.Count - 1].ID = BasicInventory.DefaultSlotNames.ReadyProjectile; rInventory.Slots[rInventory.Slots.Count - 1].ItemID = ""; } }
internal override bool Init(GameObject owner, BasicAIController controller) { bool isSuccess = false; m_InventorySource = owner.GetComponent <BasicInventory>(); isSuccess = m_InventorySource != null; Debug.Assert(isSuccess, owner + " has a MotionControllerEquipWeapon AI behaviour but no BasicInventory component."); m_Combatant = owner.GetComponent <Combatant>(); isSuccess = m_Combatant != null; Debug.Assert(isSuccess, owner + " has a MotionControllerUnquipWeapon AI behaviour but no Combatant component."); isSuccess &= base.Init(owner, controller); if (isSuccess) { IsActive = true; return(true); } else { IsActive = false; return(true); } }
public virtual BasicInventory CreateInventory(MotionController rMotionController) { BasicInventory lInventory = rMotionController.GetOrAddComponent <BasicInventory>(); CharacterSetupHelper.CreateStandardInventorySlots(lInventory); return(lInventory); }
public void SetGridCell(BasicInventory inventory, int x, int y) { this.inventory = inventory; this.x = x; this.y = y; UpdateCell(); }
// Use this for initialization void Awake() { ani = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); basicInventory = (GameObject.Find("GameManager")).GetComponent <BasicInventory>(); PlayerSprite = GetComponent <SpriteRenderer>().sprite; called = false; dead = false; }
/// <summary> /// Initializes the MonoBehaviour /// </summary> private void Awake() { mCombatant = gameObject.GetComponent <Combatant>(); mMotionController = gameObject.GetComponent <MotionController>(); mBasicAttributes = gameObject.GetComponent <BasicAttributes>(); mBasicInventory = gameObject.GetComponent <BasicInventory>(); mSpellInventory = gameObject.GetComponent <SpellInventory>(); if (Target != null) { mTargetMotionController = Target.gameObject.GetComponent <MotionController>(); } }
/// <summary> /// Initializes the MonoBehaviour /// </summary> private void Awake() { mActorCore = gameObject.GetComponent <ActorCore>(); mActorCore.SetStateValue("State", 0); mMotionController = gameObject.GetComponent <MotionController>(); mInventory = gameObject.GetComponent <BasicInventory>(); if (_Target != null) { Target = _Target; } }
void Store() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } mBasicInventory = go.GetComponent <BasicInventory>(); if (mBasicInventory != null) { mBasicInventory.StoreWeaponSet(-1); } }
/// <summary> /// Create and configure the BasicInventory component /// </summary> /// <param name="rMotionController"></param> /// <param name="rCreateDefaultSlots"></param> /// <param name="rIsPlayer"></param> /// <returns></returns> public static BasicInventory CreateBasicInventory(MotionController rMotionController, bool rCreateDefaultSlots, bool rIsPlayer) { BasicInventory lInventory = rMotionController.GetOrAddComponent <BasicInventory>(); if (rCreateDefaultSlots) { CreateStandardInventorySlots(lInventory); } if (!rIsPlayer) { lInventory.AutoFindInputSource = false; lInventory.InputSource = null; } return(lInventory); }
/// <summary> /// Called when the object is selected in the editor /// </summary> private void OnEnable() { // Grab the serialized objects mTarget = (BasicInventory)target; mTargetSO = new SerializedObject(target); // Create the list of items to display InstantiateItemList(); InstantiateSlotList(); InstantiateWeaponSetList(); // Setup the input if (!TestInputManagerSettings()) { CreateInputManagerSettings(); } }
public void SetUpWithInventory(BasicInventory bi) { for (int n = 0; n < cells.Length; n++) { int x = n % BasicInventory.ROW_WIDTH; int y = n / BasicInventory.ROW_WIDTH; if (bi.IsInBounds(x, y)) { cells[n].SetGridCell(bi, x, y); } else { Debug.LogError("InventoryGrid out of bounds of real inventory. Index=" + n); cells[n].ClearCell(); } } }
void isWeaponSet() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } mBasicInventory = go.GetComponent <BasicInventory>(); BasicInventorySet lWeaponSet = mBasicInventory.GetWeaponSet(mWeaponSet.Value); if (mBasicInventory != null && lWeaponSet != null) { lWeaponSet.IsEnabled = enable; } }
void Equip() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } mBasicInventory = go.GetComponent <BasicInventory>(); int lWeaponSetIndex = (UseCurrentSet ? -1 : weaponSet.Value); if (mBasicInventory != null) { if (mBasicInventory.IsWeaponSetEquipped(lWeaponSetIndex)) { Finish(); return; } mBasicInventory.EquipWeaponSet(lWeaponSetIndex); } }
public void ClearCell() { inventory = null; icon.sprite = iconRef.emptyIconRef; }
/// <summary> /// Draws the inspector for the pack /// </summary> /// <returns></returns> public static bool OnPackInspector(MotionController rMotionController) { EditorHelper.DrawSmallTitle(GroupName()); EditorHelper.DrawLink("Mixamo Pro Magic Pack Animations", "http://www.ootii.com/Unity/MotionPacks/SpellCasting/SpellCastingUsersGuide.pdf"); GUILayout.Space(5f); EditorGUILayout.LabelField("See included documentation:", EditorHelper.SmallBoldLabel); EditorGUILayout.LabelField("1. Download and import animations.", EditorHelper.SmallLabel); EditorGUILayout.LabelField("2. Unzip and replace animation meta files.", EditorHelper.SmallLabel); EditorGUILayout.LabelField("3. Select options and create motions.", EditorHelper.SmallLabel); EditorHelper.DrawLine(); EditorHelper.BoolField("Create Mecanim States", "Determines if we create/override the existing sub-state machine", sCreateSubStateMachines); sCreateSubStateMachines = EditorHelper.FieldBoolValue; EditorHelper.BoolField("Create Input Aliases", "Determines if we create input aliases", sCreateInputAliases); sCreateInputAliases = EditorHelper.FieldBoolValue; EditorHelper.BoolField("Create Inventory", "Determines if we create/override the existing inventory", sCreateInventory); sCreateInventory = EditorHelper.FieldBoolValue; EditorHelper.BoolField("Create Attributes", "Determines if we create/override the existing attributes", sCreateAttributes); sCreateAttributes = EditorHelper.FieldBoolValue; EditorHelper.BoolField("Create Spell Inventory", "Create the spell inventory for the caster", sCreateSpellInventory); sCreateSpellInventory = EditorHelper.FieldBoolValue; EditorHelper.BoolField("Create Combatant", "Determines if we create/override the existing core", sCreateCore); sCreateCore = EditorHelper.FieldBoolValue; EditorHelper.BoolField("Create Motions", "Determines if we create the archery motions", sCreateMotions); sCreateMotions = EditorHelper.FieldBoolValue; GUILayout.Space(5f); if (GUILayout.Button(new GUIContent("Setup Pack", "Create and setup the motion pack."), EditorStyles.miniButton)) { if (sCreateInventory) { BasicInventory lInventory = rMotionController.gameObject.GetComponent <BasicInventory>(); if (lInventory == null) { lInventory = rMotionController.gameObject.AddComponent <BasicInventory>(); } BasicInventoryItem lItem = lInventory.GetInventoryItem("Spell_01"); if (lItem != null) { lInventory.Items.Remove(lItem); } lInventory.Items.Add(new BasicInventoryItem()); lInventory.Items[lInventory.Items.Count - 1].ID = "Spell_01"; lInventory.Items[lInventory.Items.Count - 1].EquipMotion = "PMP_EquipSpell"; lInventory.Items[lInventory.Items.Count - 1].StoreMotion = "PMP_StoreSpell"; BasicInventorySlot lSlot = lInventory.GetInventorySlot("RIGHT_HAND"); if (lSlot == null) { lInventory.Slots.Add(new BasicInventorySlot()); lInventory.Slots[lInventory.Slots.Count - 1].ID = "RIGHT_HAND"; lInventory.Slots[lInventory.Slots.Count - 1].ItemID = ""; } if (lInventory.GetInventorySlot("LEFT_HAND") == null) { lInventory.Slots.Add(new BasicInventorySlot()); lInventory.Slots[lInventory.Slots.Count - 1].ID = "LEFT_HAND"; lInventory.Slots[lInventory.Slots.Count - 1].ItemID = ""; } lSlot = lInventory.GetInventorySlot("LEFT_LOWER_ARM"); if (lSlot == null) { lInventory.Slots.Add(new BasicInventorySlot()); lInventory.Slots[lInventory.Slots.Count - 1].ID = "LEFT_LOWER_ARM"; lInventory.Slots[lInventory.Slots.Count - 1].ItemID = ""; } if (lInventory.GetInventorySlot("READY_PROJECTILE") == null) { lInventory.Slots.Add(new BasicInventorySlot()); lInventory.Slots[lInventory.Slots.Count - 1].ID = "READY_PROJECTILE"; lInventory.Slots[lInventory.Slots.Count - 1].ItemID = ""; } BasicInventorySet lWeaponSet = lInventory.GetWeaponSet("Spell Casting"); if (lWeaponSet != null) { lInventory.WeaponSets.Remove(lWeaponSet); } lWeaponSet = new BasicInventorySet(); lWeaponSet.ID = "Spell Casting"; BasicInventorySetItem lWeaponSetItem = new BasicInventorySetItem(); lWeaponSetItem.ItemID = ""; lWeaponSetItem.SlotID = "LEFT_HAND"; lWeaponSetItem.Instantiate = true; lWeaponSet.Items.Add(lWeaponSetItem); lWeaponSetItem = new BasicInventorySetItem(); lWeaponSetItem.ItemID = ""; lWeaponSetItem.SlotID = "READY_PROJECTILE"; lWeaponSetItem.Instantiate = false; lWeaponSet.Items.Add(lWeaponSetItem); lWeaponSetItem = new BasicInventorySetItem(); lWeaponSetItem.ItemID = "Spell_01"; lWeaponSetItem.SlotID = "RIGHT_HAND"; lWeaponSetItem.Instantiate = false; lWeaponSet.Items.Add(lWeaponSetItem); lWeaponSetItem = new BasicInventorySetItem(); lWeaponSetItem.ItemID = ""; lWeaponSetItem.SlotID = "LEFT_LOWER_ARM"; lWeaponSetItem.Instantiate = false; lWeaponSet.Items.Add(lWeaponSetItem); if (lInventory.WeaponSets.Count == 0) { BasicInventorySet lFirstWeaponSet = new BasicInventorySet(); lFirstWeaponSet.ID = "Sword and Shield"; lInventory.WeaponSets.Add(lFirstWeaponSet); } if (lInventory.WeaponSets.Count == 1) { BasicInventorySet lSecondWeaponSet = new BasicInventorySet(); lSecondWeaponSet.ID = "Longbow"; lInventory.WeaponSets.Add(lSecondWeaponSet); } lInventory.WeaponSets.Insert(2, lWeaponSet); } if (sCreateAttributes) { BasicAttributes lAttributes = rMotionController.gameObject.GetComponent <BasicAttributes>(); if (lAttributes == null) { lAttributes = rMotionController.gameObject.AddComponent <BasicAttributes>(); } BasicAttribute lAttribute = lAttributes.GetAttribute("Health"); if (lAttribute != null) { lAttributes.Items.Remove(lAttribute); } lAttributes.Items.Add(new BasicAttribute()); lAttributes.Items[lAttributes.Items.Count - 1].ID = "Health"; lAttributes.Items[lAttributes.Items.Count - 1].SetValue <float>(100f); } if (sCreateSpellInventory) { SpellInventory lAttributes = rMotionController.gameObject.GetComponent <SpellInventory>(); if (lAttributes == null) { lAttributes = rMotionController.gameObject.AddComponent <SpellInventory>(); } } if (sCreateCore) { Combatant lCombatant = rMotionController.gameObject.GetComponent <Combatant>(); if (lCombatant == null) { lCombatant = rMotionController.gameObject.AddComponent <Combatant>(); } if (rMotionController._ActorController == null || !rMotionController._ActorController.UseTransformPosition) { lCombatant.IsLockingEnabled = true; lCombatant.TargetLockedIcon = AssetDatabase.LoadAssetAtPath <Texture>("Assets/ootii/Framework_v1/Content/Textures/UI/TargetIcon_2.png"); } ActorCore lCore = rMotionController.gameObject.GetComponent <ActorCore>(); if (lCore == null) { lCore = rMotionController.gameObject.AddComponent <ActorCore>(); } lCore.IsAlive = true; } if (sCreateInputAliases) { // Sheathe if (!InputManagerHelper.IsDefined("Spell Casting Equip")) { InputManagerEntry lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Equip"; lEntry.PositiveButton = "3"; // "3" key lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Equip"; lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.JoyNum = 0; #if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX lEntry.PositiveButton = "joystick button 8"; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; // D-pad Y lEntry.Axis = 0; #else lEntry.PositiveButton = ""; lEntry.Type = InputManagerEntryType.JOYSTICK_AXIS; // D-pad Y lEntry.Axis = 7; #endif InputManagerHelper.AddEntry(lEntry, true); } // Fire if (!InputManagerHelper.IsDefined("Spell Casting Cast")) { InputManagerEntry lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Cast"; lEntry.PositiveButton = "left ctrl"; lEntry.AltPositiveButton = "mouse 0"; // Left mouse button lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Cast"; #if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX lEntry.PositiveButton = "joystick button 16"; // Green A #else lEntry.PositiveButton = "joystick button 0"; // Green A #endif lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); } // Continue if (!InputManagerHelper.IsDefined("Spell Casting Continue")) { InputManagerEntry lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Continue"; lEntry.PositiveButton = "left ctrl"; lEntry.AltPositiveButton = "mouse 0"; // Left mouse button lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Continue"; #if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX lEntry.PositiveButton = "joystick button 16"; // Green A #else lEntry.PositiveButton = "joystick button 0"; // Green A #endif lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); } // Cancel if (!InputManagerHelper.IsDefined("Spell Casting Cancel")) { InputManagerEntry lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Cancel"; lEntry.PositiveButton = "escape"; lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); lEntry = new InputManagerEntry(); lEntry.Name = "Spell Casting Cancel"; #if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX lEntry.PositiveButton = "joystick button 19"; // Yellow Y #else lEntry.PositiveButton = "joystick button 3"; // Yellow Y #endif lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); } // Move Up if (!InputManagerHelper.IsDefined("Move Up")) { InputManagerEntry lEntry = new InputManagerEntry(); lEntry.Name = "Move Up"; lEntry.PositiveButton = "e"; lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); } // Move down if (!InputManagerHelper.IsDefined("Move Down")) { InputManagerEntry lEntry = new InputManagerEntry(); lEntry.Name = "Move Down"; lEntry.PositiveButton = "q"; lEntry.Gravity = 1000; lEntry.Dead = 0.001f; lEntry.Sensitivity = 1000; lEntry.Type = InputManagerEntryType.KEY_MOUSE_BUTTON; lEntry.Axis = 0; lEntry.JoyNum = 0; InputManagerHelper.AddEntry(lEntry, true); } } if (sCreateMotions || sCreateSubStateMachines) { IBaseCameraRig lCameraRig = rMotionController.CameraRig; if (lCameraRig == null) { lCameraRig = rMotionController.ExtractCameraRig(rMotionController.CameraTransform); } if (rMotionController.MotionLayers.Count == 0) { MotionControllerLayer lMotionLayer = new MotionControllerLayer(); rMotionController.MotionLayers.Add(lMotionLayer); } PMP_Idle lIdle = rMotionController.GetMotion <PMP_Idle>(); if (lIdle == null) { lIdle = rMotionController.CreateMotion <PMP_Idle>(0); } PMP_EquipSpell lEquip = rMotionController.GetMotion <PMP_EquipSpell>(0); if (lEquip == null) { lEquip = rMotionController.CreateMotion <PMP_EquipSpell>(0); } PMP_StoreSpell lStore = rMotionController.GetMotion <PMP_StoreSpell>(0); if (lStore == null) { lStore = rMotionController.CreateMotion <PMP_StoreSpell>(0); } PMP_WalkRunPivot lPivot = rMotionController.GetMotion <PMP_WalkRunPivot>(0); if (lPivot == null) { lPivot = rMotionController.CreateMotion <PMP_WalkRunPivot>(0); } PMP_WalkRunStrafe lStrafe = rMotionController.GetMotion <PMP_WalkRunStrafe>(0); if (lStrafe == null) { lStrafe = rMotionController.CreateMotion <PMP_WalkRunStrafe>(0); } PMP_BasicSpellCastings lCast = rMotionController.GetMotion <PMP_BasicSpellCastings>(0); if (lCast == null) { lCast = rMotionController.CreateMotion <PMP_BasicSpellCastings>(0); } Cower lCower = rMotionController.GetMotion <Cower>(0); if (lCower == null) { lCower = rMotionController.CreateMotion <Cower>(0); } Death lDeath = rMotionController.GetMotion <Death>(0); if (lDeath == null) { lDeath = rMotionController.CreateMotion <Death>(0); } Damaged lDamaged = rMotionController.GetMotion <Damaged>(0); if (lDamaged == null) { lDamaged = rMotionController.CreateMotion <Damaged>(0); } Frozen lFrozen = rMotionController.GetMotion <Frozen>(0); if (lFrozen == null) { lFrozen = rMotionController.CreateMotion <Frozen>(0); } KnockedDown lKnockedDown = rMotionController.GetMotion <KnockedDown>(0); if (lKnockedDown == null) { lKnockedDown = rMotionController.CreateMotion <KnockedDown>(0); } Levitate lLevitate = rMotionController.GetMotion <Levitate>(0); if (lLevitate == null) { lLevitate = rMotionController.CreateMotion <Levitate>(0); } PushedBack lPushedBack = rMotionController.GetMotion <PushedBack>(0); if (lPushedBack == null) { lPushedBack = rMotionController.CreateMotion <PushedBack>(0); } Sleep lSleep = rMotionController.GetMotion <Sleep>(0); if (lSleep == null) { lSleep = rMotionController.CreateMotion <Sleep>(0); } Stunned lStunned = rMotionController.GetMotion <Stunned>(0); if (lStunned == null) { lStunned = rMotionController.CreateMotion <Stunned>(0); } if (sCreateSubStateMachines) { Animator lAnimator = rMotionController.Animator; if (lAnimator == null) { lAnimator = rMotionController.gameObject.GetComponent <Animator>(); } if (lAnimator != null) { UnityEditor.Animations.AnimatorController lAnimatorController = lAnimator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController; lIdle.CreateStateMachine(lAnimatorController); lEquip.CreateStateMachine(lAnimatorController); lPivot.CreateStateMachine(lAnimatorController); lStrafe.CreateStateMachine(lAnimatorController); lCast.CreateStateMachine(lAnimatorController); lDeath.CreateStateMachine(lAnimatorController); lLevitate.CreateStateMachine(lAnimatorController); } } } EditorUtility.DisplayDialog("Motion Pack: " + GroupName(), "Motion pack imported.", "ok"); return(true); } return(false); }
/// <summary> /// Called when the object is selected in the editor /// </summary> private void OnEnable() { // Grab the serialized objects mTarget = (BasicInventory)target; mTargetSO = new SerializedObject(target); }