public void CreateRole(int ID) { myRole = PhotonNetwork.Instantiate("Darkman Solider", Random.onUnitSphere * 5f, Quaternion.identity, 0); if (ID == 0) { playersInfo.myID = PhotonNetwork.room.playerCount; GameObject myPlayer = GameObject.Find("Player" + PhotonNetwork.room.playerCount.ToString()); myRole.transform.parent = myPlayer.transform; myPhotonView = myPlayer.GetComponent <PhotonView>(); myPhotonView.observed = myRole.GetComponent <NetworkController>(); } playersInfo.alive[ID] = true; //AddTag(myPhotonView); if (myPhotonView.isMine) { TP_Animator playerAnimator = myRole.GetComponent <TP_Animator>(); TP_Motor playerMotor = myRole.GetComponent <TP_Motor>(); TP_Controller playerController = myRole.GetComponent <TP_Controller>(); TP_Info playerInfo = myRole.GetComponent <TP_Info>(); playerAnimator.enabled = true; playerMotor.enabled = true; playerController.enabled = true; playerInfo.enabled = true; } }
void OnAllScripts() { playerMotor = GetComponent <TP_Motor>(); playerAnimator = GetComponent <TP_Animator>(); playerInfo = GetComponent <TP_Info>(); gameObject.name = gameObject.name + photonView.viewID; /*playerCamera = transform.FindChild("Camera").gameObject;// transform.FindChild("Camera").gameObject; * playerAttack = transform.FindChild("AttackRangeCol").gameObject; * if(photonView.isMine) * { * playerCamera.SetActive(true); * playerAttack.SetActive(true); * playerCamera.transform.parent = transform.FindChild("targetLookAt").transform; * playerController.OnPlayerAttack(); * playerAnimator.OnPlayerAttack(); * } * else * { * playerCamera.gameObject.SetActive(false); * playerController.OnPlayerAttack(); * playerAnimator.OnPlayerAttack(); * playerAttack.gameObject.SetActive(true); * } * playerController.SetIsLocalPlayer(photonView.isMine);*/ }
// Use this for initialization void Start() { player = GetComponent <TP_Animator> (); layer = LayerMask.GetMask("Monster"); pe = GetComponent <person>(); anim = GetComponent <Animator> (); }
} // Property holds the animation state. #endregion #region UNITY_FUNCTIONS // Use this for initialization void Awake() { if (instance != this) { instance = this; } anim = GetComponent <Animation>(); }
void Awake() { myTransform = transform; playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); playerInfo = GetComponent <TP_Info>(); islocked = false; SnapToLand = false; }
void Start() { _instance = this; anim = GetComponent <Animation>(); if (anim == null) { Debug.Log("Error: you need to set an Animation on the character!"); } }
} // Property holds the animation state. #endregion #region UNITY_FUNCTIONS // Use this for initialization void Awake() { if (instance != this) { instance = this; } //anim = GetComponent<Animation>(); animator = GetComponent <Animator>(); State = CharacterState.Idle; data = GameObject.Find("Scripts").GetComponent <Data>(); // brushflow = GameObject.FindGameObjectWithTag("Brushflow"); }
void Awake() { Instance = this; CC = gameObject.GetComponent <CharacterController>(); playerInfo = GetComponent <TP_Info>(); playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); myTransform = transform; myPos = myTransform.position; isAlignCamera = true; //JumpSpeed = 400f; Gravity = 500f; TerminalVelocity = 1000f; }
void Awake() { IsRunning = true; CharacterController = GetComponent("CharacterController") as CharacterController; playerAnimator = GetComponent <TP_Animator>(); playerMotor = GetComponent <TP_Motor>(); playerInfo = GetComponent <TP_Info>(); roomMenu = GameObject.FindGameObjectWithTag("RoomMenu").GetComponent <InRoom_Menu>(); myPhotonView = GetComponent <PhotonView>(); Instance = this; UselightSourceTimer = 0; buffSkillType = new TP_Animator.BuffSkillType[2]; }
public void Dizzy(TP_Animator player, bool dizzy) { if (dizzy) { player.Dizzy(); if (player.Mode == TP_Animator.CharacterMode.Skilling) { player.Mode = TP_Animator.CharacterMode.None; player.playerController.SkillType = 0; } } else { if (player.State != TP_Animator.CharacterState.Dead) { player.State = TP_Animator.CharacterState.Idle; } } }
public void Freeze(TP_Animator player, bool freeze) { if (freeze) { player.Freeze(); if (player.Mode == TP_Animator.CharacterMode.Skilling) { player.Mode = TP_Animator.CharacterMode.None; player.playerController.SkillType = 0; } } else { if (player.State != TP_Animator.CharacterState.Dead) { player.State = TP_Animator.CharacterState.Idle; player.Idle(); } } }
void Awake() { // so when calling the variables or methods of this class from other script, Instance = this; // we can refer to this instance. avatarAnimator = GetComponentInChildren<Animator> (); }
void Awake() { Instance = this; }
// Use this for initialization void Start() { ta = GameObject.FindGameObjectWithTag("Player").GetComponent <TP_Animator>(); upitem = new item(); gameObject.transform.FindChild("up").GetComponent <UIButton>().isEnabled = false; }
// Use this for initialization void Start() { ta = GameObject.FindGameObjectWithTag("Player").GetComponent <TP_Animator>(); }
// Use this for initialization void Start() { myTransform = transform; rayDistance = 0.6f; backRayObj = false; rightRayObj = false; leftRayObj = false; wildHarnesses = GameObject.Find("GameScript").GetComponent <Game_Manager>().WildHarnesses; playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); playerInfo = GetComponent <TP_Info>(); playerHealth = playerInfo.GetVital((int)VitalName.Health); PhotonView playerView = GetComponent <PhotonView>(); if (playerView.isMine) { _owner = true; } else { _owner = false; } aiRig.AI.WorkingMemory.SetItem("owner", _owner); aiRig.AI.WorkingMemory.SetItem("changePosTimer", 0); aiRig.AI.WorkingMemory.SetItem("DyingHealth", (int)(playerHealth.MaxValue * 0.1f)); aiRig.AI.WorkingMemory.SetItem("wild", _wild); aiRig.AI.WorkingMemory.SetItem("T", 0); aiRig.AI.WorkingMemory.SetItem("isChangingPos", false); _task = 0; _level = 1; _speed = playerInfo.GetAbility((int)(AbilityName.MoveSpeed)).CurValue; _canShopping = true; _needShopping = true; _atHome = false; _atEnemyHome = false; _hasEnemy = false; _canChangeState = true; _canUseSkill = true; aiRig.AI.WorkingMemory.SetItem("canUseSkill", _canUseSkill); aiRig.AI.WorkingMemory.SetItem("hasEnemy", _hasEnemy); aiRig.AI.WorkingMemory.SetItem("canShopping", _canShopping); aiRig.AI.WorkingMemory.SetItem("needShopping", _needShopping); aiRig.AI.WorkingMemory.SetItem("forwardSpeed", _speed); aiRig.AI.WorkingMemory.SetItem("canUseLS", true); aiRig.AI.WorkingMemory.SetItem("SkillTimer", 0); aiRig.AI.WorkingMemory.SetItem("LSTimer", 0); aiRig.AI.WorkingMemory.SetItem("atHome", _atHome); aiRig.AI.WorkingMemory.SetItem("atEnemy", _atEnemyHome); aiRig.AI.WorkingMemory.SetItem("ready", false); aiRig.AI.WorkingMemory.SetItem("TaskNum", _task); aiRig.AI.WorkingMemory.SetItem("attackTar", AttackTarget); _state = playerAnimator.State.ToString(); _attack = ""; aiRig.AI.WorkingMemory.SetItem("state", _state); aiRig.AI.WorkingMemory.SetItem("attackWay", _attack); _wPNdiecrtion = Vector3.zero; aiRig.AI.WorkingMemory.SetItem("WPNdiecrtion", _wPNdiecrtion); //_state = TP_Animator.CharacterState.None; isResetWild = false; aiRig.AI.WorkingMemory.SetItem("reset", isResetWild); skillState = new bool[5]; }
void Awake() // so when calling the variables or methods of this class from other script, { Instance = this; // we can refer to this instance. avatarAnimator = GetComponentInChildren <Animator> (); }