/*[SerializeField] private PlayerView _patrolView; * public AIConfig aIConfig; * private SimplePatrolAIModel simplePatrolAIModel; * private EnemiesConfigurators enemiesConfigurator; * private SimplePatrolAI simplePatrolAI;*/ private void Awake() { levelCompleteManager = new LevelCompleteManager(_playerView, _loose, _wins, _text); playerConfig = Resources.Load <SpriteAnimatorConfig>("AnimPlayerCfg"); _playerAnimatorController = new SpriteAnimatorController(playerConfig); _playerAnimatorController.StartAnimation(_playerView._spriteRenderer, AnimState.Run, true, _animationSpeed); mainHeroPhysicsWalker = new MainHeroPhysicsWalker(_playerView, _playerAnimatorController); pinkyConfig = Resources.Load <SpriteAnimatorConfig>("AnimPinkyCfg"); _pinkyAnimatorController = new SpriteAnimatorController(pinkyConfig); _pinkyAnimatorController.StartAnimation(_pinkyView._spriteRenderer, AnimState.Idle, true, _animationSpeed); pinkyWalker = new PinkyWalker(_pinkyView, _pinkyAnimatorController); waterConfig = Resources.Load <SpriteAnimatorConfig>("AnimWaterCfg"); _waterAnimatorController = new SpriteAnimatorController(waterConfig); _waterAnimatorController.StartAnimation(_waterView._spriteRenderer, AnimState.Run, true, _animationSpeed); waterAnimation = new WaterAnimation(_waterView, _waterAnimatorController); aimingMuzzle = new AimingMuzzle(cannonView._muzzleTransform, cannonView._aimTransform); bulletsEmitter = new BulletsEmitter(cannonView._bullets, bulletsEmitterTransform); /*simplePatrolAIModel = new SimplePatrolAIModel(aIConfig); * simplePatrolAI = new SimplePatrolAI(_patrolView, simplePatrolAIModel);*/ }
public MainHeroPhysicsWalker(PlayerView view, SpriteAnimatorController spriteAnimator) { _view = view; _spriteAnimator = spriteAnimator; _contactsPoller = new ContactsPoller(_view._collider2D); }
void Awake() { SpriteAnimatorConfig coinConfig = Resources.Load <SpriteAnimatorConfig>("CoinAnimCfg"); _coinAnimator = new SpriteAnimatorController(coinConfig); _cameraMotor = new CameraController(_playerView.transform, _camera.transform); _coinsManager = new CoinsManager(_playerView, _coinsList, _coinAnimator); }
public CoinsManager(PlayerView characterView, List <PlayerView> coinViews, SpriteAnimatorController spriteAnimator) { _characterView = characterView; _spriteAnimator = spriteAnimator; _coinViews = coinViews; _characterView.OnLevelObjectContact += OnLevelObjectContact; foreach (var coinView in coinViews) { _spriteAnimator.StartAnimation(coinView._spriteRenderer, AnimState.Run, true, _animationsSpeed); } }
private void Awake() { _cam = Camera.main; _prlxCtrl1 = new ParalaxController(_paralaxView1, 0.3f, ref _cam); _prlxCtrl2 = new ParalaxController(_paralaxView2, 0.18f, ref _cam); _playerConfig = Resources.Load <SpriteAnimatorConfig>("PlayerAnimCfg"); _playerAnimator = new SpriteAnimatorController(_playerConfig); _playerAnimator.StartAnimation(_playerView._spriteRenderer, "Player", AnimState.Run, true, _animationSpeed); _enemyConfig = Resources.Load <SpriteAnimatorConfig>("EnemyAnimCfg"); _enemyAnimator = new SpriteAnimatorController(_enemyConfig); _enemyAnimator.StartAnimation(_enemyView._spriteRenderer, "Enemy1", AnimState.Forward, true, _animationSpeed); }
public WaterAnimation(PlayerView view, SpriteAnimatorController spriteAnimator) { _view = view; _spriteAnimator = spriteAnimator; }
/// <summary> /// 切换精灵NPC动作 /// </summary> /// <param name="status"></param> public void SpriteNPCActionChange(SpriteAnimatorController.ActionStatus status) { if (m_SpriteAnimatorController != null) { m_SpriteAnimatorController.ActionChange(status); } }
/// <summary> /// 获取精灵NPC并添加动作控制脚本 /// </summary> private void AddComponentToSpriteNPC() { // NPC不直接放到场景,动态加载 //m_goSpriteNPC = m_goSpriteUIScene.transform.FindChild(SpriteNPCName).gameObject; if (m_goSpriteNPC != null) { m_SpriteAnimatorController = m_goSpriteNPC.AddComponent<SpriteAnimatorController>(); m_SpriteAnimatorController.LoadResourceInsteadOfAwake(); } }
public PinkyWalker(PinkyView view, SpriteAnimatorController spriteAnimator) { _view = view; _spriteAnimator = spriteAnimator; }
public MainHeroWalker(PlayerView view, SpriteAnimatorController spriteAnimator) { _view = view; _spriteAnimator = spriteAnimator; }