void Awake() { // Setting up references. groundCheck = transform.Find("GroundCheck").GetComponent <OverlapCheck>(); anim = GetComponentInChildren <Animator>(); rigid = GetComponent <Rigidbody2D>(); flipper = GetComponentInChildren <FlipSprite>(); body = transform.Find("Body").gameObject; wallCheck = transform.Find("WallCheck").GetComponent <OverlapCheck>(); //Animation state setup idleState = Animator.StringToHash("Base Layer.Idle"); runState = Animator.StringToHash("Base Layer.Run"); skidState = Animator.StringToHash("Base Layer.Skid"); jumpState = Animator.StringToHash("Base Layer.Jump"); fallState = Animator.StringToHash("Base Layer.Fall"); backflipState = Animator.StringToHash("Base Layer.Backflip"); walljumpState = Animator.StringToHash("Base Layer.WallJump"); slideState = Animator.StringToHash("Base Layer.Slide"); diveState = Animator.StringToHash("Base Layer.Dive"); rollState = Animator.StringToHash("Base Layer.Roll"); bonkState = Animator.StringToHash("Base Layer.Bonk"); getHitState = Animator.StringToHash("Base Layer.GetHit"); gravMem = rigid.gravityScale; maxSpeedMem = maxSpeed; colorMem = GetComponent <ShadowTrail>().trailColor; }
private bool m_FacingRight = true; // For determining which way the player is currently facing. private void Awake() { m_GroundCheck = transform.Find("GroundCheck"); m_CeilingCheck = transform.Find("CeilingCheck"); m_Rigidbody2D = GetComponent<Rigidbody2D>(); flipSprite = gameObject.GetComponentInChildren<FlipSprite>(); }
void Start() { //caching componenten NPCAnim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); flipSprite = gameObject.GetComponent <FlipSprite>(); SpriteRenderer = gameObject.GetComponent <SpriteRenderer>(); //Application.targetFrameRate = 144; //geef componenten een value if (RandomizeActivity) { Activity = Random.Range(MinMaxValue.x, MinMaxValue.y); } CenterPos = transform.position; PositiveTriggerBoundX = DesiredArea / 2 + CenterPos.x; NegativeTriggerBoundX = DesiredArea / -2 + CenterPos.x; canMoveRandomly = true; //willekeurige vertraging voor de eerste sprong en het checken van de volgende zet float randDelay = Random.Range(1f, 4f); if (NPCType == NPCType.Slime) { NPCAnim.SetTrigger(IdleAnimationName); InvokeRepeating("CheckNextMoveSlime", randDelay, 3f); } if (NPCType == NPCType.Character) { NPCAnim.SetTrigger(IdleAnimationName); InvokeRepeating("CheckNextMoveCharacter", randDelay, 2.85f); } }
private void Start() { SpriteRenderer = gameObject.GetComponent <SpriteRenderer>(); NPCAnim = gameObject.GetComponent <Animator>(); flipSprite = gameObject.GetComponent <FlipSprite>(); InvokeRepeating("PerformExternalAttack", 0f, 2f); defaultColor = SpriteRenderer.color; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody2D>(); flipSprite = animator.GetComponent <FlipSprite>(); }
void Start() { sr = gameObject.GetComponent <SpriteRenderer>(); fs = gameObject.GetComponent <FlipSprite>(); }