public override void Enter(GameObject gameObject, int index) { xInput = gameObject.GetComponent <NFHeroInput>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); base.Enter(gameObject, index); }
public NFNormalSkill5(GameObject gameObject, NFAnimaStateType eState, NFAnimaStateMachine xStateMachine, float fHeartBeatTime, float fExitTime, bool input = false) : base(gameObject, eState, xStateMachine, fHeartBeatTime, fExitTime, input) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xInput = gameObject.GetComponent <NFHeroInput>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); xHeroSync = gameObject.GetComponent <NFHeroSync>(); }
public override void Enter(GameObject gameObject, int index) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xInput = gameObject.GetComponent <NFHeroInput>(); xHeroAnima = gameObject.GetComponent <NFAnimatStateController>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); base.Enter(gameObject, index); }
void Start() { mAnima = GetComponent <NFAnimatStateController>(); mBodyIdent = GetComponent <NFBodyIdent>(); mAnimaStateMachine = GetComponent <NFAnimaStateMachine>(); mHeroInput = GetComponent <NFHeroInput>(); mHeroSync = GetComponent <NFHeroSync>(); mxGUID = mBodyIdent.GetObjectID(); moveDirection = new Vector3(); mKernelModule.RegisterPropertyCallback(mxGUID, NFrame.Player.MOVE_SPEED, PropertyEventHandler); }
public override void Enter(GameObject gameObject, int index) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xInput = gameObject.GetComponent <NFHeroInput>(); xHeroAnima = gameObject.GetComponent <NFAnimatStateController>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); mCharacterMovement = gameObject.GetComponent <CharacterMovement>(); base.Enter(gameObject, index); Vector3 v = new Vector3(gameObject.transform.position.x, mCharacterMovement.groundHit.groundPoint.y, gameObject.transform.position.z); gameObject.transform.position = v; }
public NFIState(GameObject gameObject, NFAnimaStateType eState, NFAnimaStateMachine xStateMachine, float fHeartBeatTime, float fExitTime, bool input) { mGameObject = gameObject; meState = eState; mfExitTime = fExitTime; mfHeartBeatTime = fHeartBeatTime; mStateMachine = xStateMachine; mfEnterTime = Time.time; mbInput = input; mAnimatStateController = gameObject.GetComponent <NFAnimatStateController>(); mRenderObject = gameObject.GetComponent <NFBodyIdent>().xRenderObject.gameObject; mHeroMotor = gameObject.GetComponent <NFHeroMotor>(); mHeroInput = gameObject.GetComponent <NFHeroInput>(); }
public void InitPlayerComponent(NFGUID xID, GameObject self, bool bMainRole) { if (null == self) { return; } if (!self.GetComponent <Rigidbody>()) { self.AddComponent <Rigidbody>(); } if (!self.GetComponent <NFHeroSyncBuffer>()) { self.AddComponent <NFHeroSyncBuffer>(); } if (!self.GetComponent <NFHeroSync>()) { self.AddComponent <NFHeroSync>(); } NFHeroInput xInput = self.GetComponent <NFHeroInput>(); if (!xInput) { xInput = self.AddComponent <NFHeroInput>(); } if (bMainRole) { xInput.enabled = true; xInput.SetInputEnable(true); } else { xInput.enabled = false; xInput.SetInputEnable(false); } if (!self.GetComponent <GroundDetection>()) { GroundDetection groundDetection = self.AddComponent <GroundDetection>(); groundDetection.enabled = true; groundDetection.groundMask = -1; } if (!self.GetComponent <CharacterMovement>()) { CharacterMovement characterMovement = self.AddComponent <CharacterMovement>(); characterMovement.enabled = true; } if (!self.GetComponent <NFHeroMotor>()) { NFHeroMotor xHeroMotor = self.AddComponent <NFHeroMotor>(); xHeroMotor.enabled = true; } if (!self.GetComponent <NFAnimatStateController>()) { NFAnimatStateController xHeroAnima = self.AddComponent <NFAnimatStateController>(); xHeroAnima.enabled = true; } if (!self.GetComponent <NFAnimaStateMachine>()) { NFAnimaStateMachine xHeroAnima = self.AddComponent <NFAnimaStateMachine>(); xHeroAnima.enabled = true; } if (bMainRole) { CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); xHeroCapsuleCollider.isTrigger = false; } else { CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); Rigidbody rigidbody = self.GetComponent <Rigidbody>(); string configID = mKernelModule.QueryPropertyString(xID, NFrame.IObject.ConfigID); NFMsg.ENPCType npcType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCType); //NFMsg.esub npcSubType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCSubType); if (npcType == NFMsg.ENPCType.TurretNpc) { //is trigger must false if it is a building // and the kinematic must true xHeroCapsuleCollider.isTrigger = false; //rigidbody.isKinematic = true; //rigidbody.useGravity = true; rigidbody.mass = 10000; } else { xHeroCapsuleCollider.isTrigger = true; } /* * if (mKernelModule.QueryPropertyObject(xID, NFrame.NPC.MasterID) == mLoginModule.mRoleID) * { * //your building or your clan member building * if (!self.GetComponent<FogCharacter>()) * { * FogCharacter fogCharacter = self.AddComponent<FogCharacter>(); * fogCharacter.enabled = true; * fogCharacter.radius = 8; * } * } * else * { * if (!self.GetComponent<FogAgent>()) * { * FogAgent fogAgent = self.AddComponent<FogAgent>(); * fogAgent.enabled = true; * } * } */ } }
public void InitPlayerComponent(NFGUID xID, GameObject self, bool bMainRole) { if (null == self) { return; } if (!self.GetComponent <Rigidbody>()) { self.AddComponent <Rigidbody>(); } if (!self.GetComponent <NFHeroSyncBuffer>()) { self.AddComponent <NFHeroSyncBuffer>(); } if (!self.GetComponent <NFHeroSync>()) { self.AddComponent <NFHeroSync>(); } NFHeroInput xInput = self.GetComponent <NFHeroInput>(); if (!xInput) { xInput = self.AddComponent <NFHeroInput>(); } if (bMainRole) { xInput.enabled = true; xInput.SetInputEnable(true); } else { xInput.enabled = false; xInput.SetInputEnable(false); } if (!self.GetComponent <GroundDetection>()) { GroundDetection groundDetection = self.AddComponent <GroundDetection>(); groundDetection.enabled = true; groundDetection.groundMask = -1; } if (!self.GetComponent <CharacterMovement>()) { CharacterMovement characterMovement = self.AddComponent <CharacterMovement>(); characterMovement.enabled = true; } if (!self.GetComponent <NFHeroMotor>()) { NFHeroMotor xHeroMotor = self.AddComponent <NFHeroMotor>(); xHeroMotor.enabled = true; } if (!self.GetComponent <NFAnimatStateController>()) { NFAnimatStateController xHeroAnima = self.AddComponent <NFAnimatStateController>(); xHeroAnima.enabled = true; } if (!self.GetComponent <NFAnimaStateMachine>()) { NFAnimaStateMachine xHeroAnima = self.AddComponent <NFAnimaStateMachine>(); xHeroAnima.enabled = true; } if (bMainRole) { if (Camera.main) { NFHeroCameraFollow xHeroCameraFollow = Camera.main.GetComponent <NFHeroCameraFollow>(); if (!xHeroCameraFollow) { xHeroCameraFollow = Camera.main.GetComponentInParent <NFHeroCameraFollow>(); } xHeroCameraFollow.target = self.transform; } CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); xHeroCapsuleCollider.isTrigger = false; } else { CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); Rigidbody rigidbody = self.GetComponent <Rigidbody>(); string configID = mKernelModule.QueryPropertyString(xID, NFrame.IObject.ConfigID); NFMsg.ENPCType npcType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCType); //NFMsg.esub npcSubType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCSubType); if (npcType == NFMsg.ENPCType.TurretNpc) { //is trigger must false if it is a building // and the kinematic must true xHeroCapsuleCollider.isTrigger = false; //rigidbody.isKinematic = true; //rigidbody.useGravity = true; rigidbody.mass = 10000; } else { xHeroCapsuleCollider.isTrigger = true; } } }