// 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) { LaserCannonSP lcsp = animator.GetComponent <LaserCannonSP> (); if (lcsp) { lcsp.SetPlayerSprite(); lcsp.SetPlayerColor(); } Transform hacker = animator.GetComponentInChildren <ControlStatus> ().Hacker; LaserCannonState state = animator.GetComponent <LaserCannonState> (); state.aimLaserLine.gameObject.SetActive(false); state.playerAimPos = hacker.position; if (hacker) { PlayerControl pc = hacker.GetComponent <PlayerControl> (); if (pc) { pc.canControl = 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) { Transform hacker = animator.GetComponentInChildren <ControlStatus> ().Hacker; if (hacker) { PlayerControl pc = hacker.GetComponent <PlayerControl> (); HealthSystem hs = hacker.GetComponent <HealthSystem> (); if (pc && !hs.IsDead()) { pc.canControl = true; } } ControlStatus cs = animator.GetComponentInChildren <ControlStatus> (); if (cs) { cs.controller = Controller.None; } LaserCannonSP lcsp = animator.GetComponent <LaserCannonSP> (); if (lcsp) { lcsp.SetNoneSprite(); } animator.ResetTrigger("playerLink"); }
// Use this for initialization void Start() { animator = GetComponent <Animator> (); fov = GetComponentInChildren <FieldOfView> (); sp = GetComponent <LaserCannonSP> (); //picker = GetComponentInChildren<ServerPicker> (); playerAimPos = shootLaser.position; }
// 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) { LaserCannonSP lcsp = animator.GetComponent <LaserCannonSP> (); if (lcsp) { lcsp.SetEnemySprite(); lcsp.SetEnemyColor(); } LaserCannonState state = animator.GetComponent <LaserCannonState> (); state.aimLaserLine.gameObject.SetActive(false); state.DisableShootLaser(); }