Exemple #1
0
 protected void detect(float move, float cRange, float aRange, attack atk)
 {
     //If current animation is not attacking
     if (currentBaseState.fullPathHash != attackState)
     {
         attacking = false;
         if (dNagi < cRange && health > 0)
         {
             //Set player to in combat
             StartCoroutine(SideChar.combat());
             if (dNagi > aRange)
             {
                 //This enables the walk animation
                 anim.SetFloat("Speed", 1);
                 //Set speed and walk towards palyer
                 float step = movespeed * Time.deltaTime;
                 transform.position = Vector3.MoveTowards(transform.position, target.transform.position, step);
             }
             else
             {
                 //Do attack animation, trigger axe collider etc.
                 atk();
             }
         }
         else if (dDetect >= cRange && health > 0)
         {
             attacking = false;
             StartCoroutine("Back");
         }
     }
 }
Exemple #2
0
    // Use this for initialization

    void Start()
    {
        health    = 1;
        attacking = false;
        anim      = gameObject.GetComponent <Animator>();
        fallSound = GameObject.Find("OniFallSound").GetComponent <AudioSource>();
        c         = SideChar.Get();
    }
Exemple #3
0
 void Start()
 {
     anim        = GetComponent <Animator>();
     forward     = Camera.main.transform.forward;
     forward.y   = 0;
     forward     = Vector3.Normalize(forward);
     right       = Quaternion.Euler(new Vector3(0, 90, 0)) * forward;
     s_RigidBody = GetComponent <Rigidbody>();
     c           = SideChar.Get();
     grounded    = true;
     dead        = false;
 }
Exemple #4
0
 void Start()
 {
     anim        = GetComponent <Animator>();
     forward     = Camera.main.transform.forward;
     forward.y   = 0;
     forward     = Vector3.Normalize(forward);
     right       = Quaternion.Euler(new Vector3(0, 90, 0)) * forward;
     s_RigidBody = GetComponent <Rigidbody>();
     c           = SideChar.Get();
     grounded    = true;
     jumpSound   = GameObject.Find("JumpSound").GetComponent <AudioSource>();
     walkSound   = GameObject.Find("WalkSound").GetComponent <AudioSource>();
     //rollSound = GameObject.Find("RollSound").GetComponent<AudioSource>();
     revive();
     dead = false;
 }
Exemple #5
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 public void die()
 {
     //Set layer to corpse layer
     StartCoroutine(SideChar.outCombat());
     this.gameObject.layer = 10;
     //Disable collision with corpse
     this.GetComponent <CapsuleCollider>().isTrigger = true;
     this.GetComponent <SphereCollider>().enabled    = false;
     //this.GetComponent<Rigidbody>().isKinematic = true;
     //Start death animation
     anim.SetTrigger("die");
     StartCoroutine("playFalling");
     //Disable weapon collider
     if (weapon != null)
     {
         weapon.GetComponent <BoxCollider>().enabled = false;
     }
     this.enabled = false;
 }
Exemple #6
0
 void Start()
 {
     c         = SideChar.Get();
     m_izanagi = Movement.Get().gameObject;
     m_izanami = Nami.Get();
 }
Exemple #7
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 SideChar()
 {
     c = this;
 }