// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(charController == null) charController = animator.GetComponent<RomanCharController>(); //charController.RunStateLogic(AnimState.Enter); }
// Use this for initialization void Start() { charState = GetComponent <RomanCharState> (); charController = GetComponent <RomanCharController> (); animator = GetComponent <Animator> (); rb = GetComponent <Rigidbody> (); }
// Use this for initialization void Start () { charState = GetComponent<RomanCharState> (); charController = GetComponent<RomanCharController> (); animator = GetComponent <Animator> (); rb = GetComponent <Rigidbody> (); }
private void Start () { if (Instance == null) Instance = this; else Destroy(this); // if (cam == null) // cam = Camera.main.GetComponent<TestCam>(); simpleRpgCam = Camera.main.GetComponent<PhatRobit.SimpleRpgCamera>(); charState = GameObject.FindObjectOfType<RomanCharState> (); //camScript = GameObject.FindObjectOfType<RomanCameraController> (); climbDetector = GameObject.FindObjectOfType<ClimbDetector> (); follow = GameObject.FindObjectOfType<FollowPlayer>(); vineClimbCollider = GameObject.FindObjectOfType<VineClimbController2>(); charController = GameObject.FindObjectOfType<RomanCharController>(); tunnelObserver = GameObject.FindObjectOfType<TunnelObserver>(); antiWallSlideController = GameObject.FindObjectOfType<SloapDetector>(); //cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<TestCam>(); // Get the character that is selected if (charController != null) currentChar = charController.transform; }
private static float lastJumpTime; //Time stamp of the last time the char jumped // Use this for initialization //private Vector3 bounceDirection; void Start() { animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); charController = GetComponent <RomanCharController>(); charState = GetComponent <RomanCharState>(); cCollider = GetComponent <CapsuleCollider>(); if (cColliderFrontTransf == null) { Debug.Log("collider front point not defined"); } // ComponentActivator.Instance.Register(this, new Dictionary<GameEvent, bool> { // { GameEvent.StartWallClimbing, false } // // }); }
private void Awake() { EventManager.onCharEvent = null; EventManager.onInputEvent = null; EventManager.onDetectEvent = null; if (Instance == null) Instance = this; else Destroy(this); charState = GameObject.FindObjectOfType<RomanCharState> (); //camScript = GameObject.FindObjectOfType<RomanCameraController> (); climbDetector = GameObject.FindObjectOfType<ClimbDetector> (); follow = GameObject.FindObjectOfType<FollowPlayer>(); vineClimbCollider = GameObject.FindObjectOfType<VineClimbController2>(); charController = GameObject.FindObjectOfType<RomanCharController>(); }
private static float lastJumpTime; //Time stamp of the last time the char jumped // Use this for initialization //private Vector3 bounceDirection; void Start () { animator = GetComponent<Animator>(); rb = GetComponent<Rigidbody>(); charController = GetComponent<RomanCharController>(); charState = GetComponent<RomanCharState>(); cCollider = GetComponent<CapsuleCollider>(); if (cColliderFrontTransf == null) Debug.Log("collider front point not defined"); // ComponentActivator.Instance.Register(this, new Dictionary<GameEvent, bool> { // { GameEvent.StartWallClimbing, false } // // }); }
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(charController == null) charController = animator.GetComponent<RomanCharController>(); charController.ApplyRootMotion(apply); }