void Awake() { WeapDic.TryGetValue("Punch", out currentWeapon); shootableMask = LayerMask.GetMask("Shootable"); wallMask = LayerMask.GetMask("Wall"); //gunParticles = GetComponent<ParticleSystem> (); gunLine = GetComponent <LineRenderer> (); //gunAudio = GetComponent<AudioSource> (); ammotext = GameObject.FindWithTag("ammotext").GetComponent <Text>(); flashuptext = GameObject.FindWithTag("flashtxt").GetComponent <Text>(); controllerscript = GetComponentInChildren <PlayerAnimController>(); Resetflashputext(); ammototal = 100; }
// Use this for initialization void Awake() { playerMovement = GetComponent <PlayerMovement>(); playerAnimController = GetComponent <PlayerAnimController>(); playerSound = GetComponent <PlayerSound>(); gc = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); health = maxHealth; ammo = startingAmmo; playerMovement.AllowControl(true); gc.SetPlayerHealthMax(maxHealth); UpdateUI(); GunReload(); }
void Start() { _PlayerState = "ready"; _direction = Vector3.zero; _playerAirFlag = false; Vertical = 0.0f; Horizontal = 0.0f; axisNumber = -1; beforeaxisNumber = 3; _PlayerDefaultScale = new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z); StartCoroutine(test()); _playerAnimCtl = GetComponent <PlayerAnimController>(); }
// Use this for initialization void Start() { _energyHandler = GetComponent <EnergyHandler>(); _playerController = GetComponent <Player>(); _playerAnimController = GetComponent <PlayerAnimController>(); _playerCollider = GetComponent <Collider>(); _charachterController = GetComponent <CharacterController>(); _respawnParticle.Clear(); _respawnParticle.Play(); _acessories.Pick(); _initialPos = transform.position; SoundManager.Instance.PlaySomeAudio("Respawn"); }
public override void init(Animator _animator) { base.init(_animator); m_property = new RoleProperty(); m_equipment = new RoleEquipment(); m_equipment.init(GameResources.Instance()._ObjPlayer.transform); m_skillcontroler = new PlayerSkillController(); m_skillcontroler.init(); m_animcontroler = new PlayerAnimController(); m_animcontroler.init(_animator); InventoryImpl.Instance().init(); }
void AddDelayedEffectsToPlayer(PlayerAnimController pac) { int numEffects = (int)((UnityEngine.Random.value * numBurningEffectsToSpawn) + 1); for (int i = 0; i < numEffects; i++) { int effectIndex = (int)(UnityEngine.Random.value * effectsForBurningPlayer.Length); Vector3 pos = pac.transform.position; pos.y = UnityEngine.Random.value * 3;// magic number float delay = UnityEngine.Random.value * (howLongDoesPlayerBurn / 2); DelayedEffectInstanciation dei = new DelayedEffectInstanciation(); dei.position = pos; dei.timeToSpawn = Time.time + delay; dei.effectIndex = effectIndex; pendingEffects.Add(dei); } }
private void OnTriggerEnter(Collider other) { var pac = other.GetComponent <PlayerAnimController>(); if (pac != null && worldScroller != null) { timeToReset = Time.time + howLongDoesPlayerBurn; areWeBurningThePlayer = true; worldScroller.PlayerIsBurning(howLongDoesPlayerBurn); // spawn effects on player that expire after a set time player = pac; var burn = other.GetComponent <BurningEffect>(); SetupCameraMovement(burn.cameraZoomSpot.position); AddDelayedEffectsToPlayer(player); player.PlayerIsDying(); burn.StartBurn(); } }
private void Awake() { Instance = this; _energyHandler = GetComponent <EnergyHandler>(); _playerAnimController = GetComponent <PlayerAnimController>(); }
public virtual void SetPlayerAnimController(PlayerAnimController playerAnimController) { this.playerAnimController = playerAnimController; }
private void Awake() { playerInputListener = gameObject.GetComponentIfUnassigned(playerInputListener); playerAnimController = gameObject.GetComponentIfUnassigned(playerAnimController); spellcastAudioTriggers = gameObject.GetComponentIfUnassigned(spellcastAudioTriggers); }
private void Start() { CanvasBox.SetActive(false); // close the dialogue box on play animController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAnimController>(); }
//------------------------------------// //--------------METHODS---------------// //------------------------------------// private void Awake() { playerInput = GetComponent <PlayerInput>(); playerStats = GetComponent <PlayerStats>(); playerAnimController = GetComponent <PlayerAnimController>(); }
void Start() { zombieAnim = GetComponent <Animator> (); //is animator componenet of zombie boxCol = GetComponent <BoxCollider>(); //hitbox of zombie playerScript = GameObject.Find("Player").GetComponent <PlayerAnimController>(); //is the script for the player }
private void DisablePlayerController() { animController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAnimController>(); animController.ForceIdle(); animController.enabled = false; }
private void Awake() { _instance = this; }
public static bool LateUpdateReplacement( PlayerAnimController __instance) { var isGrounded = __instance._playerController.IsGrounded(); var isAttached = PlayerState.IsAttached(); var isInZeroG = PlayerState.InZeroG(); var isFlying = __instance._playerJetpack.GetLocalAcceleration().y > 0f; var movementVector = Vector3.zero; if (!isAttached) { movementVector = __instance._playerController.GetRelativeGroundVelocity(); } if (Mathf.Abs(movementVector.x) < 0.05f) { movementVector.x = 0f; } if (Mathf.Abs(movementVector.z) < 0.05f) { movementVector.z = 0f; } if (isFlying) { __instance._ungroundedTime = Time.time; } var freefallMagnitude = 0f; var timeInFreefall = 0f; var lastGroundBody = __instance._playerController.GetLastGroundBody(); if (!isGrounded && !isAttached && !isInZeroG && lastGroundBody != null) { freefallMagnitude = (__instance._playerController.GetAttachedOWRigidbody().GetVelocity() - lastGroundBody.GetPointVelocity(__instance._playerController.transform.position)).magnitude; timeInFreefall = Time.time - __instance._ungroundedTime; } __instance._animator.SetFloat("RunSpeedX", movementVector.x / 3f); __instance._animator.SetFloat("RunSpeedY", movementVector.z / 3f); __instance._animator.SetFloat("TurnSpeed", __instance._playerController.GetTurning()); __instance._animator.SetBool("Grounded", isGrounded || isAttached || PlayerState.IsRecentlyDetached()); __instance._animator.SetLayerWeight(CrouchSync.CrouchLayerIndex, __instance._playerController.GetJumpCrouchFraction()); __instance._animator.SetFloat("FreefallSpeed", freefallMagnitude / 15f * (timeInFreefall / 3f)); __instance._animator.SetBool("InZeroG", isInZeroG || isFlying); __instance._animator.SetBool("UsingJetpack", isInZeroG && PlayerState.IsWearingSuit()); if (__instance._justBecameGrounded) { if (__instance._justTookFallDamage) { __instance._animator.SetTrigger("LandHard"); new AnimationTriggerMessage("LandHard").Send(); } else { __instance._animator.SetTrigger("Land"); new AnimationTriggerMessage("Land").Send(); } } if (isGrounded) { var leftFootLift = __instance._animator.GetFloat("LeftFootLift"); if (!__instance._leftFootGrounded && leftFootLift < 0.333f) { __instance._leftFootGrounded = true; __instance.RaiseEvent(nameof(__instance.OnLeftFootGrounded)); } else if (__instance._leftFootGrounded && leftFootLift > 0.666f) { __instance._leftFootGrounded = false; __instance.RaiseEvent(nameof(__instance.OnLeftFootLift)); } var rightFootLift = __instance._animator.GetFloat("RightFootLift"); if (!__instance._rightFootGrounded && rightFootLift < 0.333f) { __instance._rightFootGrounded = true; __instance.RaiseEvent(nameof(__instance.OnRightFootGrounded)); } else if (__instance._rightFootGrounded && rightFootLift > 0.666f) { __instance._rightFootGrounded = false; __instance.RaiseEvent(nameof(__instance.OnRightFootLift)); } } __instance._justBecameGrounded = false; __instance._justTookFallDamage = false; var usingTool = Locator.GetToolModeSwapper().GetToolMode() != ToolMode.None; if ((usingTool && !__instance._rightArmHidden) || (!usingTool && __instance._rightArmHidden)) { __instance._rightArmHidden = usingTool; for (var i = 0; i < __instance._rightArmObjects.Length; i++) { __instance._rightArmObjects[i].layer = (!__instance._rightArmHidden) ? __instance._defaultLayer : __instance._probeOnlyLayer; } } return(false); }
private void Awake() { //get Suimono Specific Objects suimonoGameObject = GameObject.Find("SUIMONO_Module"); if (suimonoGameObject != null) suimonoModuleObject = suimonoGameObject.GetComponent<SuimonoModule>(); targetPosition = cameraTarget.position; targetRotation = cameraTarget.rotation; if (cameraTarget != null) { targetAnimator = cameraTarget.gameObject.GetComponent<PlayerAnimController>(); } //if (vehicleTarget != null){ // vehiclePosition = vehicleTarget.gameObject.Find("PlayerPositionMarker").transform; // vehicleExitPosition = vehicleTarget.gameObject.Find("PlayerExitMarker").transform; // vehicle_engine_object = vehicleTarget.gameObject.GetComponent(sui_demo_boatAnim) as sui_demo_boatAnim; //} if (buoyancyTarget != null) { buoyancyObject = buoyancyTarget.GetComponent<fx_buoyancy>(); } MC = this.gameObject.GetComponent<PlayerControllerMaster>(); IC = this.gameObject.GetComponent<PlayerInputController>(); }
// Use this for initialization void Start() { initX = transform.position.x; initY = transform.position.y; health = maxHealth; hurtControl = GetComponent<HurtController> (); anim = GetComponent<PlayerAnimController> (); controller = GetComponent<Controller2D> (); gravity = -(2 * jumpHeight) / Mathf.Pow (jumpTime, 2) / 100f; jumpVelocity = Mathf.Abs(gravity) * jumpTime; }
// Use this for initialization void Start() { PAC = FindObjectOfType <PlayerAnimController>(); }
private void Awake() { _playerAnimController = GetComponent <PlayerAnimController>(); _playerController = GetComponent <Player>(); }
void Start() { playerScript = GameObject.Find("Player").GetComponent <PlayerAnimController>(); //is the script for the player }