// Use this for initialization void Start() { m_PlayerInput = GetComponent <PlayerInput>(); m_PlayerController = GetComponent <PlayerController>(); animator = GetComponent <Animator>(); m_animatorManeger = new AnimatorManager(GetComponentsInChildren <Animator>(true)); }
private void Awake() { UIPoint = transform.Find("UIPoint"); FirePoint = transform.Find("FirePoint"); animation = transform.GetComponentInChildren <Animator>().gameObject.AddComponent <AnimatorManager>(); weapot = GetComponent <UnitWeapot>(); }
private void Awake() { inputManager = GetComponent <InputManager>(); animatorManager = GetComponent <AnimatorManager>(); playerRb = GetComponent <Rigidbody>(); cameraObject = Camera.main.transform; }
public override void Initialize(ThirdPersonSystem mainSystem, AnimatorManager animatorManager, UnityInputManager inputManager) { base.Initialize(mainSystem, animatorManager, inputManager); m_ClimbJump = m_System.CharacterAbilities.Find(x => x is ClimbJump) as ClimbJump; m_WallRun = m_System.CharacterAbilities.Find(x => x is WallRun) as WallRun; }
void Start() { animator_Manager = myBody.GetComponent <AnimatorManager>(); // Acive animations _soldiersManager = soldiersManagerGO.GetComponent <soldiersManager>(); Health = 100; bullet = GameObject.Find("BulletM4a1"); }
private void Awake() { if (!instance) { instance = this; } }
private void Awake() { inputManager = GetComponent <InputManager>(); animatorManager = GetComponentInChildren <AnimatorManager>(); cameraManager = FindObjectOfType <CameraManager>(); playerLocomotion = GetComponent <PlayerLocomotion>(); playerAttacker = GetComponent <PlayerAttacker>(); }
void Awake() { m_runnerController = GetComponent <RunnerController>(); m_runnerInput = GetComponent <RunnerInput>(); m_status = GetComponent <RunnerStatus>(); m_runnerSkill = GetComponent <RunnerSkill>(); m_animatorManeger = new AnimatorManager(GetComponentsInChildren <Animator>(true)); }
public virtual void Initialize(ThirdPersonSystem mainSystem, AnimatorManager animatorManager, UnityInputManager inputManager) { m_System = mainSystem; m_AnimatorManager = animatorManager; m_InputManager = inputManager; m_InputToEnter = m_InputManager.GetInputReference(InputButton); }
private void Awake() { Instance = this; //事件方法注册 buttonRelect.onClick.AddListener(OnReSelctClick); buttonDontReslect.onClick.AddListener(OnDontReselcetClick); Dropdown_SelectQuestion.onValueChanged.AddListener(OnSelectQuestionChanged); animatorManager = AnimatorManager.Instance; }
internal void Init(PlayerInfo playerInfo) { this.playerInfo = playerInfo; //英雄是不是自己的角色 isSelf = PlayerModel.Instance.CheckIsSelf(playerInfo.RolesInfo.RolesID); //复活的时候 会用到 spawnPosition = transform.position; spawnRotaiton = transform.eulerAngles; //获取它的属性 当前的属性 还有总的属性 currenAttribute = HeroAttributeConfig.GetInstance(playerInfo.HeroID); totalAttribute = HeroAttributeConfig.GetInstance(playerInfo.HeroID); RoomModel.Instance.SaveHeroAttribute(playerInfo.RolesInfo.RolesID, currenAttribute, totalAttribute); //人物的HUD 血条 蓝条 昵称 等级 HUD = ResManager.Instance.LoadHUD(); HUD.transform.position = transform.position + hudOffset; HUD.transform.eulerAngles = Camera.main.transform.eulerAngles; HPFill = HUD.transform.Find("HP/Fill").GetComponent <Image>(); MPFill = HUD.transform.Find("MP/Fill").GetComponent <Image>(); HPText = HUD.transform.Find("HP/Text").GetComponent <Text>(); MPText = HUD.transform.Find("MP/Text").GetComponent <Text>(); NickNameText = HUD.transform.Find("NickName").GetComponent <Text>(); LevelText = HUD.transform.Find("Level/Text").GetComponent <Text>(); HUDUpdate(true); //技能管理器 skillManager = this.gameObject.AddComponent <SkillManager>(); skillManager.Init(this); //动画管理器 animatorManager = this.gameObject.AddComponent <AnimatorManager>(); animatorManager.Init(this); //角色的状态机 FSM playerFSM = this.gameObject.AddComponent <PlayerFSM>(); playerFSM.Init(this); //相机的跟随->相机的脚本里去做 if (isSelf == true) { if (playerInfo.TeamID == 0) { Camera.main.transform.eulerAngles = new Vector3(45, 180, 0); } else { Camera.main.transform.eulerAngles = new Vector3(45, -180, 0); } } }
/*A function that determines the context of a click given the name of the item clicked on.*/ private void ParseItemClicks(string name) { //first, get the Item Item itemClicked = new Item(); itemClicked = FindItemByName(name); //find all game objects of type Person in the scene and set their animations to idle GameObject[] people = GameObject.FindGameObjectsWithTag("Person"); for (int i = 0; i < people.Length; i++) { AnimatorManager am = people[i].GetComponent <AnimatorManager>(); am.ResetToIdle(); } //if the player is attempting to look at an item if (GameManager.currentAction == 2) { //update the dialogue box with the item's description GameManager.UpdateDialogueText(itemClicked.ItemDescription); } //if the player is attempting to talk to an item else if (GameManager.currentAction == 3) { if (GameManager.levelIndex == 0) { //dont let them GameManager.UpdateDialogueText("You can't talk to this."); } } //if the player is attempting to pick up an item else if (GameManager.currentAction == 4) { //find the gameobject to be removed from the scene GameObject objectToBeDestroyed = GameObject.Find(name); //reflect that they picked the item up in the dialogue box GameManager.UpdateDialogueText("You picked up: " + name); //add the item to the player's inventory GameManager.inventory.Add(itemClicked); Debug.Log("Added " + itemClicked.ItemName + " to inventory"); GameManager.UpdateInventory(objectToBeDestroyed.GetComponent <Image>().sprite); //destroy the gameobject pertaining to the Item Destroy(GameObject.Find(name)); //reset the action text window GameManager.UpdateActionText(" "); GameManager.ChangeCurrentAction(2); } //if the player isnt trying to pick up an item, they're probably trying to look at it if (GameManager.currentAction != 4) { //so give the description GameManager.UpdateDialogueText(itemClicked.ItemDescription); } }
void Start() { animatorManager = GetComponentInChildren <AnimatorManager>(); hpMax = SetMaxHealth(); hpCurrent = hpMax; hpBar.size = hpCurrent / 100; hpPanel.CrossFadeAlpha((hpMax - hpCurrent) / 100, 0.1f, false); SetPanelFade(); }
public GroundMovement(Transform transform, CharacterController characterController, Camera camera, AnimatorManager animatorManager, float speed) { this.characterController = characterController; this.speed = speed; this.camera = camera; this.transform = transform; this.animatorManager = animatorManager; }
private void Awake() { playerManager = GetComponent <PlayerManager>(); animatorManager = GetComponentInChildren <AnimatorManager>(); inputManager = GetComponent <InputManager>(); rb = GetComponent <Rigidbody>(); cameraObject = Camera.main.transform; }
void Awake() { textManager = GetComponent <TextManager>(); animatorManager = GetComponent <AnimatorManager>(); branches = StoryBranches.storyBranches; startPos = pos; SetUpStory(); }
/// <summary> /// Sets the background and calls the load_coach method. /// </summary> private void on_load() { _animatorManager = AnimatorManager.Instance; BackgroundHolder = GameObject.Find("background"); _backgroundSprite = BackgroundHolder.GetComponent <SpriteRenderer>(); _backgroundTexture = Resources.LoadAll <Sprite>("Textures"); _backgroundNumber = 2; load_background(); _coachNumber = 5; load_coach(); }
/// <summary> /// 建構子 /// </summary> /// <param name="abilities">代理具有的能力</param> /// <param name="animator">代理的Animator</param> public AbilityManager(AbilityBase[] abilities, Animator animator) { Array.Sort(abilities, (AbilityBase x, AbilityBase y) => y.Priority.CompareTo(x.Priority)); Abilities = new LinkedList <AbilityBase>(abilities); CurrentAbility = Abilities.Last.Value; if (animator != null) { _animatorManager = animator; _animatorManager.AnimClip = (int)CurrentAbility.AnimClip; } }
public bool Hijack_Frag; //乗っ取られているか否か void Start() { rb = GetComponent <Rigidbody2D>(); m_playerAnimations = GetComponent <PlayerAnimations>(); m_animatorManeger = new AnimatorManager(GetComponentsInChildren <Animator>(true)); LaterChance_count = 0; State = 0; Range_Flag1 = false; Range_Flag2 = false; }
private void Awake() { if (instance == null) { instance = this; } animatorManager = GetComponent <AnimatorManager>(); playerMovement = GetComponent <PlayerMovement>(); playerAttacker = GetComponent <PlayerAttacker>(); playerInventory = GetComponent <PlayerInventory>(); }
public override void RespondToChoice() { itemButtonHolder = GameObject.Find("Item_Button_Holder"); //change current action GameManager.ChangeCurrentAction(0); //update action text GameManager.UpdateActionText(GameManager.verbs[0].actionText); //update dialogue text GameManager.UpdateDialogueText("Give which item?"); //change status of itemclickhandler isGiving to true ItemClickHandler.isGiving = true; itemsForDestruction = GameObject.FindGameObjectsWithTag("Destroy"); DestroyButtons(); foreach (Item item in GameManager.inventory) { Button objectToBeInstantiated; Text buttonText; objectToBeInstantiated = Instantiate(itemButton, itemButtonHolder.transform.position, Quaternion.identity); objectToBeInstantiated.transform.parent = itemButtonHolder.transform; objectToBeInstantiated.transform.localScale = Vector3.one; Color c; c = objectToBeInstantiated.GetComponent <Image>().color; c.a = 0; objectToBeInstantiated.GetComponent <Image>().color = c; buttonText = objectToBeInstantiated.GetComponentInChildren <Text>(); buttonText.text = item.ItemName; AnimatorManager am = GameObject.FindGameObjectWithTag("Wilson").GetComponent <AnimatorManager>(); objectToBeInstantiated.onClick.AddListener(() => am.Talk()); objectToBeInstantiated.onClick.AddListener(() => GameManager.inventory.Remove(item)); objectToBeInstantiated.onClick.AddListener(() => Debug.Log(GameManager.inventory.Count)); objectToBeInstantiated.onClick.AddListener(() => GameManager.UpdateDialogueText(item.ValidGive)); objectToBeInstantiated.onClick.AddListener(() => itemsForDestruction = GameObject.FindGameObjectsWithTag("Destroy")); objectToBeInstantiated.onClick.AddListener(() => DestroyButtons()); } //give item from inventory to person //1. get what item is selected //2. remove it from inventory //3. if target is not wilson -- return }
// Use this for initialization private void Start() { c_transform = GetComponent <Transform>(); c_gameObject = GetComponent <GameObject>(); health = GetComponent <HasHealth>(); unitAnimator = GetComponent <AnimatorManager>(); if (health == null) { Debugger.printErrorLog("'" + name + "(" + entityType + ")' doesn't have a <HasHealth> COMPONENT."); } if (unitAnimator == null) { Debugger.printErrorLog("'" + name + "' doesn't have a <AnimatorManager(Script)> COMPONENT."); } }
private void Awake() { buttonSubmit = transform.Find("Button_Submit").GetComponent <Button>(); //将子物体的所有Toggle添加到toggleList中 for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); if (child.GetComponent <Toggle>() != null) { toggleList.Add(child.GetComponent <Toggle>()); } } buttonSubmit.onClick.AddListener(OnclickSubmit); animatorManager = AnimatorManager.Instance; }
public static float Update(AnimatorManager animatorManager, float timeOutTimer, float timeOut, GameObject newCoach) { // Handles what happens when the mouse hovers above the screen when TimeOut. var newTimeOutTimer = Refresh(animatorManager, timeOutTimer); // If timer reaches zero, do something as a timeout. TimeOutFunctionality(timeOutTimer, timeOut); // Handle button input HandleInput(animatorManager); // Controlling the avatar CharacterMovement(animatorManager, newCoach); return(newTimeOutTimer); }
void Start() { //power = minPower; animatorManager = GetComponent <AnimatorManager>(); grabber = GetComponent <Grabber>(); rb = GetComponent <Rigidbody2D>(); gm = FindObjectOfType <GameManager>(); if (!isLeftPlayer) { rb.AddForce(new Vector2(transform.position.x + 8, transform.position.y + 8) * 250); } else { rb.AddForce(new Vector2(transform.position.x - 8, transform.position.y + 8) * 250); } }
void Start() { startpos = transform.position; _Cam = GameObject.Find("Main Camera").transform; body = transform.GetComponent <Rigidbody2D>(); _AnimatorManager = GetComponentInChildren <AnimatorManager>(); _SpriteRenderer = GetComponentInChildren <SpriteRenderer>(); HealthPoint = GameObject.FindGameObjectWithTag("MyHealth").transform; _AnimatorManager.Animator.speed = 1; test1 = _Cam.GetComponent <AudioSource>(); _AnimatorManager.InAir(true); _AnimatorManager.Falling(true); _Gravydirection = Vector3.left; UpVector = Vector3.right; startrotation = transform.rotation; }
private static void CharacterMovement(AnimatorManager animatorManager, GameObject newCoach) { var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f; var z = Input.GetAxis("Vertical") * Time.deltaTime * 100.0f; // Run if holding left shift, else walk if (Input.GetKey(KeyCode.LeftShift) && z > 0f) { animatorManager.SetBoolAnimator("run", true); animatorManager.SetBoolAnimator("walk", false); z *= 3f; } else { animatorManager.SetBoolAnimator("run", false); animatorManager.SetBoolAnimator("walk", z > 0f); } newCoach.transform.Rotate(0f, x, 0f); newCoach.transform.Translate(0f, 0f, z); }
private static float Refresh(AnimatorManager animatorManager, float timeOutTimer) { const float epsilon = 0.0001f; if (!Input.anyKeyDown && Math.Abs(Input.GetAxis("Mouse X")) < epsilon && Math.Abs(Input.GetAxis("Mouse Y")) < epsilon && !animatorManager.GetBoolAnimator("talk")) { return(timeOutTimer); } // If the user is active but the state is still in timeout, walk back in screen. if (animatorManager.GetBoolAnimator("timeout")) { animatorManager.SetBoolAnimator("timeout", false); // Do something on activation after timeout, may be inserted later } // Allow for moving the avatar with controls instead of only with animations. if (!animatorManager.GetApplyRootMotionAnimator() && animatorManager.GetCurrentAnimatorStateInfoAnimator(0).IsName("idle")) { animatorManager.SetApplyRootMotionAnimator(true); } return(0f); }
public bool enemyDead; // indica morte no lifeManager; // lifeManager _lifeManger; void Start() { // bool controls enemyDead = false; externalControl = false; lookAtTrigger = false; shootTriggerManager = false; scapeTrigger = false; endScape = false; // getting components animator_Manager = soldierGO.GetComponent <AnimatorManager>(); // Acive animations detection = soldierGO.GetComponent <DetectTarget>(); // Recebe componente RayCast //_lifeManger = soldierGO.GetComponent<lifeManager>(); // settings to scape startTime = Time.time; // Keep a note of the time the movement started (scape function) journeyLength = Vector3.Distance(soldierGO.transform.position, scape.transform.position); // Calculate the journey length captTarget = GameObject.Find("Player"); enemyTarget = captTarget.gameObject; detection.enemiesTag = enemyTarget.tag; // passa a tag do GameObject enemyTarget para a string "enemiesTag" do script DetectTarget }
private void Awake() { animatorManager = GetComponent <AnimatorManager>(); }
void Awake() { _instance = this; Init(); InitEvent(); }