override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); float fighterX = fighter.transform.position.x; if (fighter.player == Fighter.PlayerType.player1) { Debug.Log("hello"); hadokenPath = "Sfx/Hadoken"; } else { Debug.Log("hello 2"); hadokenPath = "Sfx/Hadoken_left"; } GameObject instance = Object.Instantiate( // Resources.Load("Sfx/Hadoken"), Resources.Load(hadokenPath), new Vector3(fighterX, 1, 0), Quaternion.Euler(0, 0, 0) ) as GameObject; Hadoken hadoken = instance.GetComponent <Hadoken> (); hadoken.caster = fighter; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); float fighterX = fighter.transform.position.x; GameObject go = Object.Instantiate(Resources.Load("Hadoken"), new Vector3(fighterX, 1, fighter.transform.position.z), Quaternion.Euler(0, 0, 0)) as GameObject; Hadoken hado = go.gameObject.GetComponent <Hadoken> (); hado.caster = fighter; int direction = (int)fighter.transform.eulerAngles.y == 90 ? 1 : -1; hado.cast(direction); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); float fighterx = Fighter.transform.position.x; GameObject instance = Object.Instantiate( Resources.Load("sfx/Hadoken"), new Vector3(fighterx, 1, 0), Quaternion.Euler(0, 0, 0) ) as GameObject; Hadoken hadoken = instance.GetComponent <Hadoken>(); hadoken.caster = Fighter; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); float fighterX = fighter.transform.position.x; GameObject instance = Object.Instantiate( obj, new Vector3(fighterX, 0.1f, fighter.transform.position.z), Quaternion.Euler(0, 0, 0) ) as GameObject; Hadoken hadoken = instance.GetComponent <Hadoken> (); hadoken.caster = fighter; }