private void HandleAttack() { Vector3 attackDir = animatedWalker.GetLastMoveVector(); if (Input.GetMouseButtonDown(0)) { attackDir = (UtilsClass.GetMouseWorldPosition() - GetPosition()).normalized; } if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { // Attack SetStateBusy(); EnemyHandler enemyHandler = EnemyHandler.GetClosestEnemy(GetPosition() + attackDir * 4f, 20f); if (enemyHandler != null) { enemyHandler.Damage(this); attackDir = (enemyHandler.GetPosition() - GetPosition()).normalized; transform.position = enemyHandler.GetPosition() + attackDir * -12f; } else { transform.position = transform.position + attackDir * 4f; } /* * unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchStartup"), attackDir, 2f, (UnitAnim unitAnim) => { * unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); * }, null, null); */ UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType(); switch (activeAnimType.GetName()) { default: unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuick"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); break; case "dBareHands_PunchQuick": unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_KickQuick"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); break; } //unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); /* * Transform swordSlashTransform = Instantiate(GameAssets.i.pfSwordSlash, GetPosition() + attackDir * 13f, Quaternion.Euler(0, 0, UtilsClass.GetAngleFromVector(attackDir))); * swordSlashTransform.GetComponent<SpriteAnimator>().onLoop = () => Destroy(swordSlashTransform.gameObject); * * UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType(); * if (activeAnimType == GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword) { * swordSlashTransform.localScale = new Vector3(swordSlashTransform.localScale.x, swordSlashTransform.localScale.y * -1, swordSlashTransform.localScale.z); * unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword2, attackDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null); * } else { * unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword, attackDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null); * } */ } }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); idleUnitAnim = UnitAnimType.GetUnitAnimType("dMinion_Idle"); walkUnitAnim = UnitAnimType.GetUnitAnimType("dMinion_Walk"); hitUnitAnim = null; attackUnitAnim = UnitAnimType.GetUnitAnimType("dMinion_Attack"); idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk"); hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Punch"); idleUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Idle"); walkUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Walk"); hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack"); //animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType("dMinion_Idle"), UnitAnimType.GetUnitAnimType("dMinion_Walk"), 1f, 1f); animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f); bodyTransform.GetComponent <MeshRenderer>().material = GameAssets.i.m_MarineSpriteSheet; //unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_AttackPose"), 1f, null, null, null); //state = State.Busy; //FunctionTimer.Create(StartAttackingPlayer, 1f); }
private void Awake() { vObject = CreateBasicUnit(transform, GetPosition(), 30f, null); unitAnimation = vObject.GetLogic <V_UnitAnimation>(); unitSkeleton = vObject.GetLogic <V_UnitSkeleton>(); objectTransform = vObject.GetLogic <V_IObjectTransform>(); UnitAnimType idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); UnitAnimType walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk"); UnitAnimType hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); canShoot = true; //unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft")); unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("dMarine_AimWeaponRight"), UnitAnim.GetUnitAnim("dMarine_AimWeaponLeft"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponRight"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponLeft")); //unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("Aim_ShotgunRight"), UnitAnim.GetUnitAnim("Aim_ShotgunLeft"), UnitAnim.GetUnitAnim("Aim_ShotgunShootRight"), UnitAnim.GetUnitAnim("Aim_ShotgunShootLeft")); vObject.AddRelatedObject(unitSkeletonCompositeWeapon); unitSkeletonCompositeWeapon.SetActive(); unitSkeletonCompositeWalker_BodyHead = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "Body", "Head" }); vObject.AddRelatedObject(unitSkeletonCompositeWalker_BodyHead); unitSkeletonCompositeWalker_Feet = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "FootL", "FootR" }); vObject.AddRelatedObject(unitSkeletonCompositeWalker_Feet); }
private void Start() { /* * Transform bodyTransform = transform.Find("Body"); * unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent<MeshFilter>().mesh = mesh); * unitAnimation = new V_UnitAnimation(unitSkeleton); */ vObject = CreateBasicUnit(transform, GetPosition(), 30f, null); unitAnimation = vObject.GetLogic <V_UnitAnimation>(); unitSkeleton = vObject.GetLogic <V_UnitSkeleton>(); objectTransform = vObject.GetLogic <V_IObjectTransform>(); UnitAnimType idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); UnitAnimType walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk"); UnitAnimType hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); canShoot = true; unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft")); vObject.AddRelatedObject(unitSkeletonCompositeWeapon); unitSkeletonCompositeWeapon.SetActive(); unitSkeletonCompositeWalker_BodyHead = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "Body", "Head" }); vObject.AddRelatedObject(unitSkeletonCompositeWalker_BodyHead); unitSkeletonCompositeWalker_Feet = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "FootL", "FootR" }); vObject.AddRelatedObject(unitSkeletonCompositeWalker_Feet); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType("dMarine_Idle"), UnitAnimType.GetUnitAnimType("dMarine_Walk"), 1f, 1f); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate); }
public void PlayRollAnimation(Vector3 dir) { if (axis == Axis.XZ && dir.y == 0f) { dir = new Vector3(dir.x, dir.z); } unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_Roll"), dir, 1f, null, null, null); }
public void PlayHitAnimation(Vector3 dir, Action onAnimComplete) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_Hit"), dir, 1f, (UnitAnim unitAnim2) => { if (onAnimComplete != null) { onAnimComplete(); } }, (string trigger) => { }, null); }
static UnitAnimTypeEnum() { FieldInfo[] fieldInfoArr = typeof(UnitAnimTypeEnum).GetFields(BindingFlags.Static | BindingFlags.Public); foreach (FieldInfo fieldInfo in fieldInfoArr) { if (fieldInfo != null) { fieldInfo.SetValue(null, UnitAnimType.GetUnitAnimType(fieldInfo.Name)); } } }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); idleUnitAnimType = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); unitAnimation.PlayAnim(idleUnitAnimType, new Vector3(0, -1), 1f, null, null, null); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate); state = State.Waiting; waitTimer = waitTimeList[0]; lastMoveDir = defaultAimDirection; attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack"); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); idleUnitAnim = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle"); walkUnitAnim = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk"); PlayIdleAnimation(new Vector3(0, -1)); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); UnitAnimType idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); UnitAnimType walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk"); UnitAnimType hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f); }
private void Awake() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); UnitAnimType idleUnitAnim = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle"); UnitAnimType walkUnitAnim = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk"); UnitAnimType hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate); state = State.Waiting; waitTimer = waitTimeList[0]; lastMoveDir = aimDirection; attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack"); fieldOfView = Instantiate(pfFieldOfView, null).GetComponent <FieldOfView>(); fieldOfView.SetFoV(fov); fieldOfView.SetViewDistance(viewDistance); }
public static ECS_UnitAnimType ConvertVAnimToAnim(ECS_UnitAnimType.TypeEnum typeEnum) { UnitAnimType unitAnimType = UnitAnimType.GetUnitAnimType(typeEnum.ToString()); ECS_UnitAnimType ecsUnitAnimType = new ECS_UnitAnimType( typeEnum, ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.Down)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.Up)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.Left)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.Right)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.DownLeft)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.DownRight)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.UpLeft)), ConvertVAnimToAnim(unitAnimType.GetUnitAnim(UnitAnim.AnimDir.UpRight)) ); return(ecsUnitAnimType); }
public void Setup(Character character) { this.character = character; transform.position = character.position; healthSystem = new HealthSystem(character.stats.healthMax); healthSystem.SetHealthAmount(character.stats.health); healthWorldBar = new World_Bar(transform, new Vector3(0, 10), new Vector3(15, 2), Color.grey, Color.red, healthSystem.GetHealthPercent(), UnityEngine.Random.Range(10000, 11000), new World_Bar.Outline { color = Color.black, size = .6f }); healthSystem.OnHealthChanged += HealthSystem_OnHealthChanged; RefreshHealthBar(); RefreshTexture(); playerBase.GetAnimatedWalker().SetAnimations(UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle"), UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk"), 1f, .7f); OvermapHandler.GetInstance().OnOvermapStopped += NPCOvermap_OnOvermapStopped; }
public void PlayShootAnimation(Vector3 dir, Action <Vector3> onHit, Action onAnimComplete) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dMarine_Attack"), dir, 1f, (UnitAnim unitAnim2) => { if (onAnimComplete != null) { onAnimComplete(); } }, (string trigger) => { /*foreach (string key in (unitSkeleton.GetSkeletonUpdater() as V_Skeleton_Updater).bodyPartNameAnimDic.Keys) { * Debug.Log(key); * }*/ Vector3 shootGunEndPointPosition = unitSkeleton.GetBodyPartPosition("MuzzleFlash"); if (onHit != null) { onHit(shootGunEndPointPosition); } }, null); }
private void Awake() { vObject = CreateBasicUnit(transform, GetPosition(), 30f, null); unitAnimation = vObject.GetLogic <V_UnitAnimation>(); unitSkeleton = vObject.GetLogic <V_UnitSkeleton>(); objectTransform = vObject.GetLogic <V_IObjectTransform>(); UnitAnimType idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); UnitAnimType walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk"); UnitAnimType hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); unitSkeletonCompositeWalker_BodyHead = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "Body", "Head" }); vObject.AddRelatedObject(unitSkeletonCompositeWalker_BodyHead); unitSkeletonCompositeWalker_Feet = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "FootL", "FootR" }); vObject.AddRelatedObject(unitSkeletonCompositeWalker_Feet); }
public void PlayPunchAnimation(Vector3 dir, Action <Vector3> onHit, Action onAnimComplete) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuick"), dir, 1f, (UnitAnim unitAnim2) => { if (onAnimComplete != null) { onAnimComplete(); } }, (string trigger) => { // HIT = HandR // HIT2 = HandL string hitBodyPartName = trigger == "HIT" ? "HandR" : "HandL"; Vector3 impactPosition = unitSkeleton.GetBodyPartPosition(hitBodyPartName); if (onHit != null) { onHit(impactPosition); } }, null); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); idleUnitAnim = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Idle; walkUnitAnim = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Walk; hitUnitAnim = null; attackUnitAnim = null; idleUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Idle"); walkUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Walk"); hitUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_Hit"); attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, .75f); state = State.Normal; }
public void PlayKickAnimation(Vector3 dir, Action <Vector3> onHit, Action onAnimComplete) { if (axis == Axis.XZ && dir.y == 0f) { dir = new Vector3(dir.x, dir.z); } unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_KickQuick"), dir, 1f, (UnitAnim unitAnim2) => { if (onAnimComplete != null) { onAnimComplete(); } }, (string trigger) => { // HIT = FootL // HIT2 = FootR string hitBodyPartName = trigger == "HIT" ? "FootL" : "FootR"; Vector3 impactPosition = unitSkeleton.GetBodyPartPosition(hitBodyPartName); if (onHit != null) { onHit(impactPosition); } }, null); }
public void PlayPunchSlowAnimation(Vector3 dir, Action <Vector3> onHit, Action onAnimComplete, float frameRateMod = 1f) { if (axis == Axis.XZ && dir.y == 0f) { dir = new Vector3(dir.x, dir.z); } unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_Punch"), dir, 1f, (UnitAnim unitAnim2) => { if (onAnimComplete != null) { onAnimComplete(); } }, (string trigger) => { // HIT = HandR // HIT2 = HandL string hitBodyPartName = trigger == "HIT" ? "HandR" : "HandL"; Vector3 impactPosition = unitSkeleton.GetBodyPartPosition(hitBodyPartName); if (onHit != null) { onHit(impactPosition); } }, null); }
public void SetAnimsBareHands() { animatedWalker.SetAnimations(UnitAnimType.GetUnitAnimType("dBareHands_Idle"), UnitAnimType.GetUnitAnimType("dBareHands_Walk"), 1f, 1f); attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); }
public void SetAnimsSwordTwoHandedBack() { animatedWalker.SetAnimations(UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle"), UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk"), 1f, 1f); attackUnitAnim = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Sword"); }
public void SetAnimsSwordShield() { animatedWalker.SetAnimations(UnitAnimType.GetUnitAnimType("dSwordShield_Idle"), UnitAnimType.GetUnitAnimType("dSwordShield_Walk"), 1f, 1f); attackUnitAnim = UnitAnimType.GetUnitAnimType("dSwordShield_Attack"); }
public void PlayDodgeAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dSwordShield_Roll"), dir, 1f, null, null, null); }
public void PlaySlidingAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("Spiderman_Sliding"), dir, 1f, null, null, null); }
public void PlayWebZipShootAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("Spiderman_ShootWebZip"), dir, 1f, null, null, null); }
public void PlayRollAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_Roll"), dir, 1f, null, null, null); }