protected void OnEnable()
        {
            m_Controller = GetComponentInChildren <EnemyController>();

            m_Controller.animator.Play(hashIdleState, 0, Random.value);

            SceneLinkedSMB <SpitterBehaviour> .Initialise(m_Controller.animator, this);
        }
        protected void OnEnable()
        {
            m_Controller = GetComponentInChildren <EnemyController>();

            originalPosition = transform.position;

            meleeWeapon.SetOwner(gameObject);

            m_Controller.animator.Play(hashIdleState, 0, Random.value);

            SceneLinkedSMB <ChomperBehavior> .Initialise(m_Controller.animator, this);
        }
        // Called automatically by Unity after Awake whenever the script is enabled.
        void OnEnable()
        {
            SceneLinkedSMB <PlayerController> .Initialise(m_Animator, this);

            m_Damageable = GetComponent <Damageable>();
            m_Damageable.onDamageMessageReceivers.Add(this);

            m_Damageable.isInvulnerable = true;

            EquipMeleeWeapon(false);

            m_Renderers = GetComponentsInChildren <Renderer>();
        }
Exemple #4
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        //启用脚本后,在唤醒后由Unity自动调用。
        // Called automatically by Unity after Awake whenever the script is enabled.
        void OnEnable()
        {
            SceneLinkedSMB <PlayerController> .Initialise(m_Animator, this); //初始化SceneLinkedSMB类将动画控制机和场景链接

            m_Damageable = GetComponent <Damageable>();                      //初始化玩家受伤状态对象
            m_Damageable.onDamageMessageReceivers.Add(this);                 //将当前脚本添加为玩家受伤状态的接受者

            m_Damageable.isInvulnerable = true;                              //设置为无敌状态

            EquipMeleeWeapon(false);                                         //不装备武器

            m_Renderers = GetComponentsInChildren <Renderer>();              //初始化渲染器
        }
        protected void OnEnable()
        {
            Controller = GetComponentInChildren <EnemyController>();

            OriginalPosition = transform.position;

            BasicWeapon.SetOwner(gameObject);
            ClawWeapon1.SetOwner(gameObject);
            ClawWeapon2.SetOwner(gameObject);

            Controller.animator.Play(Sleep, 0, Random.value);

            SceneLinkedSMB <AlbinoDragonBehavior> .Initialise(Controller.animator, this);
        }
Exemple #6
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        // Called automatically by Unity after Awake whenever the script is enabled.
        void OnEnable()
        {
            SceneLinkedSMB <PlayerController> .Initialise(m_Animator, this);

            m_Damageable = GetComponent <Damageable>();
            m_Damageable.onDamageMessageReceivers.Add(this);

            EquipMeleeWeapon(false);

            m_Renderers = GetComponentsInChildren <Renderer>();

            m_lastPosition = transform.position;
            if (IsMine)
            {
                m_healthUI.ChangeHitPointUI(m_Damageable);
            }
        }
Exemple #7
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        void OnEnable()
        {
            m_EnemyController = GetComponent <EnemyController>();
            m_NavMeshAgent    = GetComponent <NavMeshAgent>();

            SceneLinkedSMB <GrenadierBehaviour> .Initialise(m_EnemyController.animator, this);

            fistWeapon.SetOwner(gameObject);
            fistWeapon.EndAttack();

            m_CoreMaterial         = coreRenderer.materials[1];
            m_OriginalCoreMaterial = m_CoreMaterial.GetColor("_Color2");

            m_EnemyController.animator.Play(hashIdleState, 0, Random.value);

            shield.SetActive(false);

            m_Damageable = GetComponentInChildren <Damageable>();
        }
Exemple #8
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        protected float m_ShieldActivationTime; //盾的启动时间


        void OnEnable()                                           //游戏开始前的准备
        {
            m_EnemyController = GetComponent <EnemyController>(); //获取怪物的敌人控制器组件
            m_NavMeshAgent    = GetComponent <NavMeshAgent>();    //获得怪物的寻路组件

            SceneLinkedSMB <GrenadierBehaviour> .Initialise(m_EnemyController.animator, this);

            fistWeapon.SetOwner(gameObject);                                 //设置可以使用拳击的对象
            fistWeapon.EndAttack();                                          //默认拳击为停止状态

            m_CoreMaterial         = coreRenderer.materials[1];              //将核心材质替换为蒙皮过滤器的2号材质
            m_OriginalCoreMaterial = m_CoreMaterial.GetColor("_Color2");     //将基础颜色设为核心材质的_Color2的颜色

            m_EnemyController.animator.Play(hashIdleState, 0, Random.value); //播放一个随机进度的投掷者站立动画   https://docs.unity3d.com/ScriptReference/Animator.Play.html

            shield.SetActive(false);                                         //盾关闭

            m_Damageable = GetComponentInChildren <Damageable>();            //获得子物体的伤害控制组件
        }
        void Start()
        {
            m_Animator = GetComponent <Animator>();
            if (m_Animator == null)
            {
                throw new MissingComponentException("EffectEvents requires an animator!");
            }

            SceneLinkedSMB <EffectEvents> .Initialise(m_Animator, this);

            m_EventLookup.Clear();
            for (int i = 0; i < events.Length; ++i)
            {
                m_EventLookup[Animator.StringToHash(events[i].eventName)] = events[i];

                //lookup if we have particle system on target as those need to be restarted on re-enabling, and faster to lookup only once on init
                for (int k = 0; k < events[i].targets.Length; ++k)
                {
                    events[i].targets[k].particlesystem =
                        events[i].targets[k].gameObject.GetComponentInChildren <ParticleSystem>();
                }
            }
        }
Exemple #10
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        // Called automatically by Unity after Awake whenever the script is enabled.
        void OnEnable()
        {
            SceneLinkedSMB <PlayerController> .Initialise(m_Animator, this);

            m_Renderers = GetComponentsInChildren <Renderer>();
        }