void InitAnimation()
    {
        PredatorPlayerStatus predatorStatus = GetComponent <PredatorPlayerStatus>();

        //1 - preattack
        animation[PrePunctureAnimation].wrapMode = WrapMode.ClampForever;
        animation[PrePunctureAnimation].speed    = animation[PrePunctureAnimation].length / PowerAccelerationTime;
        animation[PrePunctureAnimation].layer    = AnimationLayer;

        //2 - preattach mixed(walking):
        animation[PrePunctureMixedAnimation].wrapMode = WrapMode.ClampForever;
        animation[PrePunctureMixedAnimation].speed    = animation[PrePunctureMixedAnimation].speed;
        animation[PrePunctureMixedAnimation].layer    = AnimationLayer;
        animation[PrePunctureMixedAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().spine);

        //3 - pretoss
        animation[PreTossAnimation].wrapMode = WrapMode.ClampForever;
        animation[PreTossAnimation].speed    = animation[PrePunctureAnimation].length / PowerAccelerationTime;
        animation[PreTossAnimation].layer    = AnimationLayer;

        //4 - pretoss-walking
        animation[PreTossMixedAnimation].wrapMode = WrapMode.ClampForever;
        animation[PreTossMixedAnimation].speed    = animation[PrePunctureAnimation].length / PowerAccelerationTime;
        animation[PreTossMixedAnimation].layer    = AnimationLayer;
        animation[PreTossMixedAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().spine);


        //2 - puncture toss
        animation[PunctureAnimation].layer    = AnimationLayer;
        animation[PunctureAnimation].wrapMode = FetchAnimationWrapMode;

        animation[FetchLiftAnimation].layer    = AnimationLayer;
        animation[FetchLiftAnimation].wrapMode = FetchAnimationWrapMode;

        animation[FetchHoldAnimation].layer    = AnimationLayer;
        animation[FetchHoldAnimation].wrapMode = FetchHoldAnimationWrapMode;
        animation[FetchHoldAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().leftUpperClaw);

        animation[TossAnimation].layer    = AnimationLayer;
        animation[TossAnimation].wrapMode = TossAnimationWrapMode;
        animation[TossAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().root);
        animation[TossAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().rightUpperClaw);
        animation[TossAnimation].RemoveMixingTransform(GetComponent <PredatorPlayerStatus>().rightUpperClaw);
    }
Esempio n. 2
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    void Awake()
    {
        controller         = this.GetComponent <CharacterController> ();
        predatorStatus     = GetComponent <PredatorPlayerStatus> ();
        PredatorPlayerUnit = GetComponent <Predator3rdPersonalUnit> ();
        EnemyLayer         = PredatorPlayerUnit.EnemyLayer;
        RushRadius         = PredatorPlayerUnit.RushRadius;
        CombatCooldown     = PredatorPlayerUnit.CombatCoolDown;

        DefaultCombat_LeftClaw  = PredatorPlayerUnit.DefaultCombat_LeftClaw;
        DefaultCombat_RightClaw = PredatorPlayerUnit.DefaultCombat_RightClaw;
        DefaultCombat_DualClaw  = PredatorPlayerUnit.DefaultCombat_DualClaw;
        ComboCombats            = PredatorPlayerUnit.ComboCombat;
        foreach (PredatorComboCombat comboCombat in ComboCombats)
        {
            comboCombat.Init();
            ComboCombatTokenDict [comboCombat.token] = comboCombat;
        }
    }
Esempio n. 3
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    void Awake()
    {
        controller = GetComponent <CharacterController>();
//        ClawEffectController = GetComponent<Predator3rdPersonVisualEffectController>();
        PredatorPlayerUnit = this.GetComponent <Predator3rdPersonalUnit>();

        predatorPlayerStatus = this.GetComponent <PredatorPlayerStatus>();

        GroundLayer           = PredatorPlayerUnit.GroundLayer;
        JumpOverObstacleLayer = PredatorPlayerUnit.JumpData.ObstacleToJumpOver;

        PrejumpAnimation   = PredatorPlayerUnit.JumpData.PreJumpAnimation;
        GroundingAnimation = PredatorPlayerUnit.JumpData.GroundingAnimation;
        JumpingAnimation   = PredatorPlayerUnit.JumpData.JumpingAnimation;

        JumpOverSpeed         = PredatorPlayerUnit.JumpData.JumpOverSpeed;
        JumpoverCheckDistance = PredatorPlayerUnit.JumpData.JumpOverCheckDistance;

        ForwardJumpTime  = PredatorPlayerUnit.JumpData.JumpForwardTime;
        ForwardJumpSpeed = PredatorPlayerUnit.JumpData.JumpForwardSpeed;

        ResetJumpInterval = PredatorPlayerUnit.JumpData.ResetJumpInterval;
    }
    void Awake()
    {
        controller = GetComponent<CharacterController>();
        //        ClawEffectController = GetComponent<Predator3rdPersonVisualEffectController>();
        PredatorPlayerUnit = this.GetComponent<Predator3rdPersonalUnit>();

        predatorPlayerStatus = this.GetComponent<PredatorPlayerStatus>();

        GroundLayer = PredatorPlayerUnit.GroundLayer;
        JumpOverObstacleLayer = PredatorPlayerUnit.JumpData.ObstacleToJumpOver;

        PrejumpAnimation = PredatorPlayerUnit.JumpData.PreJumpAnimation;
        GroundingAnimation = PredatorPlayerUnit.JumpData.GroundingAnimation;
        JumpingAnimation = PredatorPlayerUnit.JumpData.JumpingAnimation;

        JumpOverSpeed = PredatorPlayerUnit.JumpData.JumpOverSpeed;
        JumpoverCheckDistance = PredatorPlayerUnit.JumpData.JumpOverCheckDistance;

        ForwardJumpTime = PredatorPlayerUnit.JumpData.JumpForwardTime;
        ForwardJumpSpeed = PredatorPlayerUnit.JumpData.JumpForwardSpeed;

        ResetJumpInterval = PredatorPlayerUnit.JumpData.ResetJumpInterval;
    }
 // Use this for initialization
 void Awake()
 {
     characterController = this.GetComponent <CharacterController>();
     PredatorPlayerUnit  = this.GetComponent <Predator3rdPersonalUnit>();
     playerStatus        = GetComponent <PredatorPlayerStatus>();
 }
    void Awake()
    {
        controller = this.GetComponent<CharacterController> ();
        predatorStatus = GetComponent<PredatorPlayerStatus> ();
        PredatorPlayerUnit = GetComponent<Predator3rdPersonalUnit> ();
        EnemyLayer = PredatorPlayerUnit.EnemyLayer;
        RushRadius = PredatorPlayerUnit.RushRadius;
        CombatCooldown = PredatorPlayerUnit.CombatCoolDown;

        DefaultCombat_LeftClaw = PredatorPlayerUnit.DefaultCombat_LeftClaw;
        DefaultCombat_RightClaw = PredatorPlayerUnit.DefaultCombat_RightClaw;
        DefaultCombat_DualClaw = PredatorPlayerUnit.DefaultCombat_DualClaw;
        ComboCombats = PredatorPlayerUnit.ComboCombat;
        foreach (PredatorComboCombat comboCombat in ComboCombats) {
            comboCombat.Init ();
            ComboCombatTokenDict [comboCombat.token] = comboCombat;
        }
    }
 // Use this for initialization
 void Awake()
 {
     characterController = this.GetComponent<CharacterController>();
     PredatorPlayerUnit = this.GetComponent<Predator3rdPersonalUnit>();
     playerStatus = GetComponent<PredatorPlayerStatus>();
 }
 // Use this for initialization
 void Awake()
 {
     attackController   = GetComponent <Predator3rdPersonalAttackController>();
     predatorPlayerUnit = GetComponent <Predator3rdPersonalUnit>();
     playerStatus       = GetComponent <PredatorPlayerStatus>();
 }
 // Use this for initialization
 void Awake()
 {
     attackController = GetComponent<Predator3rdPersonalAttackController>();
     predatorPlayerUnit = GetComponent<Predator3rdPersonalUnit>();
     playerStatus = GetComponent<PredatorPlayerStatus>();
 }