Exemple #1
0
        private void Awake()
        {
            //prevent from starting fall in the beginning
            isGrounded = true;

            DesiredVelocity = Vector3.zero;
            _player         = GetComponent <Character>();
            _staminaHandler = GetComponentInChildren <ICharacterStamina>();
            _GroundSensor   = GetComponent <IGroundSensors>();
        }
Exemple #2
0
    private void Start()
    {
        Stamina = StaminaObject.GetComponent <ICharacterStamina>();
        Stamina.OnStaminaChanged += HandleStamina;
        FadeOutWaitTimer          = new Timer(FadeOutTime);
        FadeOutTimer              = new Timer(FadeOutWaitTiming);
        ChangeImageAlphaValue(0f);

        FadeOutWaitTimer.FinishTimer();
        FadeOutTimer.FinishTimer();
    }
Exemple #3
0
 // 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);
         }
     }
 }