void Start() { //Get all the rigid bodies that belong to the ragdoll Rigidbody[] rigidBodies = GetComponentsInChildren <Rigidbody>(); //Add the RagdollPartScript to all the gameobjects that also have the a rigid body foreach (Rigidbody body in rigidBodies) { RagdollPartScript rps = body.gameObject.AddComponent <RagdollPartScript>(); rps.mainScript = this; } }
public void OnRagdollChange(RagdollPartScript RagdollPart) { bool AnyRagdolls = HasAnyRagdollParts(); var animator = this.GetComponent <Animator> (); bool EnableAnimator = !AnyRagdolls; if (EnableAnimator != animator.enabled) { Debug.Log("Animator enabled now: " + EnableAnimator); animator.enabled = EnableAnimator; } }
// Use this for initialization void Start() { //Get all the rigid bodies that belong to the ragdoll Rigidbody[] rigidBodies = GetComponentsInChildren <Rigidbody>(); //Add the RagdollPartScript to all the gameobjects that also have the a rigid body foreach (Rigidbody body in rigidBodies) { RagdollPartScript rps = body.gameObject.AddComponent <RagdollPartScript>(); //Set the scripts mainScript reference so that it can access //the score and scoreTextTemplate member variables above rps.mainScript = this; } }
public void DoHit(RagdollPartScript Part, Vector3 Direction) { /* * //Debug.Log ("DoHit()"); * //find the RagdollHelper component and activate ragdolling * RagdollHelper helper=GetComponent<RagdollHelper>(); * helper.ragdolled=true; * * //set the impact target to whatever the ray hit * impactTarget = Body; * * //impact direction also according to the ray * impact = Direction * 2.0f; * * //the impact will be reapplied for the next 250ms * //to make the connected objects follow even though the simulated body joints * //might stretch * impactEndTime=Time.time+0.25f; */ }