// 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) { if (m_playerState == null) { m_playerState = animator.gameObject.transform.root.GetComponent <PlayerState>(); } if (m_rigidbody2D == null) { m_rigidbody2D = animator.transform.root.GetComponent <Rigidbody2D>(); } if (m_playerAnim == null) { m_playerAnim = animator.gameObject.GetComponent <PlayerAnimFuntion>(); } m_playerAnim.ResetTrigger(m_playerAnim.hasTDownsmash); m_playerAnim.ResetTrigger(m_playerAnim.hashTUpper); m_playerAnim.ResetTrigger(m_playerAnim.hashTNormalAttack); m_playerAnim.SetBool(m_playerAnim.hashBMove, false); m_playerState.PlayerStateReset(); m_rigidbody2D.velocity = Vector2.zero; }
private void Awake() { m_rigidbody2D = this.GetComponent <Rigidbody2D>(); m_animFuntion = this.transform.Find("PlayerSpineSprite").GetComponent <PlayerAnimFuntion>(); m_attackCollider = NormalAttackEffect.GetComponent <AttackCollider>(); m_characterMove = this.GetComponent <CharacterMove>(); m_playerState = this.GetComponent <PlayerState>(); m_playerInput = this.GetComponent <PlayerInput>(); m_playerCrowdControlManager = this.GetComponent <PlayerCrowdControlManager>(); m_randAudioFuntion = this.GetComponent <PlayerRandAudioFuntion>(); m_audioFuntion = this.GetComponent <PlayerAudioFunction>(); m_bAttacking = false; m_NormalAttackDic = new Dictionary <string, AttackInfo>(); m_NormalAttackDic.Add("attack_1", new AttackInfo(1.0f, new Vector2(2.0f, 3f))); m_NormalAttackDic.Add("attack_2", new AttackInfo(1.0f, new Vector2(2.0f, 3f))); m_NormalAttackDic.Add("attack_3_1", new AttackInfo(0.5f, new Vector2(2.0f, 5.0f))); m_NormalAttackDic.Add("attack_3_2", new AttackInfo(2.0f, new Vector2(2.0f, -10.0f))); m_NormalAttackDic.Add("attack_4", new AttackInfo(3.0f, new Vector2(2.0f, 10.0f))); m_NormalAttackDic.Add("attack_5", new AttackInfo(4.0f, new Vector2(10.0f, 10.0f))); m_NormalAttackDic.Add("air_attack_1", new AttackInfo(1.0f, new Vector2(1f, 12f))); m_NormalAttackDic.Add("air_attack_2", new AttackInfo(1.0f, new Vector2(1f, 12f))); m_NormalAttackDic.Add("air_attack_3", new AttackInfo(1.0f, new Vector2(1f, 12f))); m_NormalAttackDic.Add("air_attack_4", new AttackInfo(1.0f, new Vector2(5f, 12f))); m_NormalAttackDic.Add("attack_upper", new AttackInfo(3.0f, new Vector2(1f, 24.0f))); m_NormalAttackDic.Add("attack_downsmash", new AttackInfo(4.0f, new Vector2(2f, -25.0f))); }
private void Awake() { m_playerState = GetComponent <PlayerState>(); m_animFuntion = this.transform.Find("PlayerSpineSprite").GetComponent <PlayerAnimFuntion>(); m_rigidbody2D = this.GetComponent <Rigidbody2D>(); m_crowdControlManager = this.GetComponent <PlayerCrowdControlManager>(); }
private void Awake() { m_playerInput = GetComponent <PlayerInput>(); m_controlManager = GetComponent <PlayerCrowdControlManager>(); m_playerInfo = GetComponent <PlayerInfo>(); m_characterMove = GetComponent <CharacterMove>(); m_animFuntion = GetComponentInChildren <PlayerAnimFuntion>(); }
public override void InitSkill(PlayerAnimFuntion _animFuntion, GameObject _playerObject) { base.InitSkill(_animFuntion, _playerObject); m_meshRenderer = this.GetComponent <MeshRenderer>(); m_attackCollider = this.GetComponent <AttackCollider>(); m_effectAnimFuntion = this.GetComponent <EffectAnimFuntion>(); m_attackCollider.iCollisionSize = collisionSize; m_attackCollider.SetDamageColliderInfo(damageRatio * level, "Monster", damageForce); }
void Start() { m_playerState = this.GetComponent <PlayerState>(); m_characterMove = this.GetComponent <CharacterMove>(); m_characterJump = this.GetComponent <CharacterJump>(); m_animFuntion = this.GetComponentInChildren <PlayerAnimFuntion>(); m_skillManager = this.GetComponentInChildren <SkillManager>(); m_playerNormalAttack = this.GetComponent <PlayerNormalAttack>(); m_playerEvasion = this.GetComponent <PlayerEvasion>(); m_playerInfo = this.GetComponent <PlayerInfo>(); m_audioFunction = this.GetComponent <AudioFunction>(); }
public override void InitSkill(PlayerAnimFuntion _animFuntion, GameObject _playerObject) { base.InitSkill(_animFuntion, _playerObject); m_characterInfo = _playerObject.GetComponent <CharacterInfo>(); m_skillShoot = GetComponent <ISkillShoot>(); m_damageInfo.damage = (int)((m_characterInfo.attack * (damageRatio * level)) + 0.5f); ObjectPool.Inst.Initialize(shotObject, objectCount); m_damageInfo.attackForce = damageForce; }
public virtual void InitSkill(PlayerAnimFuntion _animFuntion, GameObject _playerObject) { level = PlayerDataManager.Inst.GetSkillLevelInfo(gameObject.name); SkillDataManager.SkillInfo skillInfo = SkillDataManager.Inst.GetSkillInfo(gameObject.name); skillName = skillInfo.skillName; collisionSize = skillInfo.collisionSize; damageRatio = skillInfo.damageRatio + (level * 5); damageForce = skillInfo.damageForce; m_animFuntion = _animFuntion; m_playerState = _playerObject.GetComponent <PlayerState>(); m_rigidbody2D = _playerObject.GetComponent <Rigidbody2D>(); m_crowdControlManager = _playerObject.GetComponent <PlayerCrowdControlManager>(); }
private void Awake() { m_animFuntion = this.transform.parent.transform.Find("PlayerSpineSprite").GetComponent <PlayerAnimFuntion>(); m_playerState = this.transform.parent.GetComponent <PlayerState>(); m_audioFunction = this.transform.parent.GetComponent <AudioFunction>(); }