Exemple #1
0
    /// <summary>
    /// This sets up the animation when it is created by the FXManager
    /// </summary>
    /// <param name="manager"></param>
    public void Initialize(ROTD_GameManager manager)
    {
        // cache the transform for quicker lookup
        _thisTransform = this.transform;

        // store the game manager reference
        _gameManager = manager;

        // register the user trigger delegate that will notify this class that it has
        // finished playing its animation
        boneAnimation.RegisterUserTriggerDelegate(UserTrigger);

        // start the FX in the dead state
        State = STATE.Dead;
    }
Exemple #2
0
    /// <summary>
    /// Set up the pasta from the Pasta Manager
    /// </summary>
    /// <param name="manager">Reference to the game manager</param>
    public void Initialize(ROTD_GameManager manager)
    {
        // Set the state to initializing
        State = STATE.Initializing;

        // cache some references and perform calculations
        _gameManager    = manager;
        _thisTransform  = transform.transform;
        _trailTransform = trailParticles.transform;

        // instantiate the live animation
        GameObject go;

        go = (GameObject)Instantiate(liveAnimationPrefab, Vector3.zero, Quaternion.identity);
        go.transform.parent = _thisTransform;
        _liveAnimation      = go.GetComponent <BoneAnimation>();

        // register the live animation's delegates
        _liveAnimation.RegisterUserTriggerDelegate(LiveUserTrigger);
        _liveAnimation.RegisterColliderTriggerDelegate(LiveColliderTrigger);

        // start out dead
        State = STATE.Dead;
    }
    /// <summary>
    /// Set up the pasta from the Pasta Manager
    /// </summary>
    /// <param name="manager">Reference to the game manager</param>
    public void Initialize(ROTD_GameManager manager)
    {
        // Set the state to initializing
        State = STATE.Initializing;

        // cache some references and perform calculations
        _gameManager = manager;
        _thisTransform = transform.transform;
        _trailTransform = trailParticles.transform;

        // instantiate the live animation
        GameObject go;
        go = (GameObject)Instantiate(liveAnimationPrefab, Vector3.zero, Quaternion.identity);
        go.transform.parent = _thisTransform;
        _liveAnimation = go.GetComponent<BoneAnimation>();

        // register the live animation's delegates
        _liveAnimation.RegisterUserTriggerDelegate(LiveUserTrigger);
        _liveAnimation.RegisterColliderTriggerDelegate(LiveColliderTrigger);

        // start out dead
        State = STATE.Dead;
    }
Exemple #4
0
    /// <summary>
    /// This sets up the animation when it is created by the FXManager
    /// </summary>
    /// <param name="manager"></param>
    public void Initialize(ROTD_GameManager manager)
    {
        // cache the transform for quicker lookup
        _thisTransform = this.transform;

        // store the game manager reference
        _gameManager = manager;

        // register the user trigger delegate that will notify this class that it has
        // finished playing its animation
        boneAnimation.RegisterUserTriggerDelegate(UserTrigger);

        // start the FX in the dead state
        State = STATE.Dead;
    }