Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     look      = GetComponent <LookAt> ();
     character = GameObject.FindGameObjectsWithTag("Player") [0];
     alertImage.rectTransform.anchoredPosition = new Vector2(0, -1);
     downWScript = gameObject.GetComponent <NpcDownW> ();
 }
Esempio n. 2
0
    // 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)
    {
        roundRotation   = animator.gameObject.transform.eulerAngles;
        roundRotation.x = Mathf.Round(roundRotation.x / 90) * 90;
        roundRotation.y = Mathf.Round(roundRotation.y / 90) * 90;
        roundRotation.z = Mathf.Round(roundRotation.z / 90) * 90;
        animator.gameObject.transform.eulerAngles = roundRotation;

        npcControl               = animator.gameObject.GetComponent <NpcDownW> ();
        characterTrans           = animator.gameObject.GetComponent <Transform> ();
        alertLevel               = animator.gameObject.GetComponent <NPCradar> ();
        animator.applyRootMotion = false;
        wDirection               = false;
        if (animator.gameObject.transform.position.x > 3.0f)
        {
            wDirection = true;
        }
        npcControl.isWalking = true;
    }