public PersoSamurai(GameObject o, SamuraiFiller sf, Camera c) { cam = c; G = o; transform = o.transform; rb = o.GetComponent <Rigidbody>(); anim = o.GetComponent <Animator>(); FillFromFiller(sf); FillDico(); InitiateImpulsion(); InitiateStates(); }
public void FillFromFiller(SamuraiFiller p) { states = p.AnimationStates; c_states = p.CharacterState; Speed = p.Speed; RotationSpeed = p.RotationSpeed; JumpForce = p.JumpForce; MaxVelocity = p.MaxVelocity; DashForce = p.DashForce; DashTime = p.DashTime; RotationTowardsEnnemySpeed = p.RotationTowardsEnnemySpeed; UseAdditionalGravity = p.UseAdditionalGravity; DodgeImpulsionStrength = p.DodgeImpulsionStrength; DodgeImpulsionDuration = p.DodgeImpulsionDuration; DodgeImpulsionDelay = p.DodgeImpulsionDelay; HitImpulsionDuration = p.HitImpulsionDuration; HitImpulsionStrength = p.HitImpulsionStrength; HitImpulsionDelay = p.HitImpulsionDelay; UseDash = p.UseDash; DashSpeed = p.DashSpeed; DashDistance = p.DashDistance; DashDuration = p.DashDuration; TimeBetweenHits = p.TimeBetweenHits; UseImpulsionAction = p.UseImpulsionAction; UseHitboxes = p.UseHitboxes; impulsionHolder = p.impulsionHolder; Hitboxes = p.Hitboxes; AttackHitboxes = p.AttackHitboxes; max_attack_hitbox_enumerator = AttackHitboxes.Count; max_hitbox_enumerator = Hitboxes.Count; UseSpecialEffects = p.UseSpecialEffects; if (UseSpecialEffects) { FXHolder = p.FXHolder; MaxEffectIterator = FXHolder.Count; } height = G.GetComponent <Collider>().bounds.size.y / 2; }