private void Awake() { //prevent from starting fall in the beginning isGrounded = true; DesiredVelocity = Vector3.zero; _player = GetComponent <Character>(); _staminaHandler = GetComponentInChildren <ICharacterStamina>(); _GroundSensor = GetComponent <IGroundSensors>(); }
private void Start() { Stamina = StaminaObject.GetComponent <ICharacterStamina>(); Stamina.OnStaminaChanged += HandleStamina; FadeOutWaitTimer = new Timer(FadeOutTime); FadeOutTimer = new Timer(FadeOutWaitTiming); ChangeImageAlphaValue(0f); FadeOutWaitTimer.FinishTimer(); FadeOutTimer.FinishTimer(); }
// 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) { CharacterStamina = animator.GetComponentInParent <CharacterStamina>(); CharacterStamina.IsStaminaBeingUsed = true; if (UseInitialCondition) { float conditionGiven = animator.GetFloat(InitialConditionParameterName); if (Mathf.Approximately(conditionGiven, Condition)) { CharacterStamina.AddStamina(InitialStaminaUsage); } } }