// 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) {
	//
		controlArma =GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<controlDeArmasJugador> ();
		cartuchos = animator.GetInteger("cartuchos")+1;
		animator.SetInteger ("cartuchos", cartuchos);
		//controlArma.muestraMunicion ();
		controlArma.municionActual++;
		controlArma.dismiNuirParque ();
		//controlArma.muestraMunicion ();
		//controlArma.muestraMunicion ();
	}
Esempio n. 2
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	void selecionArma(int indice){
		armaActiva.GetComponent<Animator> ().SetBool ("salir", true);
		armaActiva.equipado = false;
		foreach (GameObject go in listaDeArmas) {
			go.SetActive (false);
		}
		listaDeArmas [indice].SetActive (true);
		armaActiva = listaDeArmas [indice].GetComponent<controlDeArmasJugador> ();
		armaActiva.GetComponent<Animator> ().SetInteger ("cartuchos", armaActiva.GetComponent<controlDeArmasJugador> ().municionActual);
		armaActiva.GetComponent<Animator> ().SetInteger ("reservas", armaActiva.GetComponent<controlDeArmasJugador> ().municionReservas);
		//weaponType = armaActiva.wepoType;
		armaActiva.equipado = true;
		armaActiva.muestraMunicion ();
		weaponTypes = armaActiva.wepoType;
	}
Esempio n. 3
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	//private GameObject cartucho1;
	 // 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) {
		//cartuchos = animator.GetInteger("cartuchos")+1;
		controlArma =GameObject.Find ("/JugadorFps/FirstPersonCharacter/armas/animacionColt44-40").GetComponent<controlDeArmasJugador> ();
		cartucho = GameObject.Find ("/JugadorFps/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006");
		m =cartucho.GetComponent<SkinnedMeshRenderer>();

		cartucho0 = GameObject.Find ("/JugadorFps/FirstPersonCharacter/armas/animacionColt44-40/cartucho_000");
		m0 =cartucho0.GetComponent<SkinnedMeshRenderer>();
		controlArma.municionActual++;
		controlArma.dismiNuirParque ();
		m0.enabled = false;
		m.enabled = true;

		//cartucho.SetActive(false);
	}
Esempio n. 4
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	// Use this for initialization
	void Start () {
		
		//balas.text="HOLAS";

		foreach (GameObject go in listaDeArmas) {
			go.GetComponent<controlDeArmasJugador> ().tineDuenio= true;
			//Debug.Log ("ARMA" + go.GetComponent<controlDeArmasJugador> ().wepoType);
			if(go.activeSelf){
				armaActiva = go.GetComponent<controlDeArmasJugador> ();
			}
		}

		//armaActiva = listaDeArmas [1].GetComponent<controlDeArmasJugador> ();
		weaponTypes = armaActiva.wepoType;
//		weaponType = armaActiva.wepoType;

	}
Esempio n. 5
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	//	private AnotherScript anotherScript;
	//private GameObject otherScript;
	//OtherScript = GetComponent(OtherScript);
	//public GameObject objectToAccess;
	// 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) {
		//Instantiate(flash,);
//		casquillos = animator.GetInteger ("casquillos");
		anim = GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<Animator> ();
		controlArma=GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<controlDeArmasJugador> ();
		disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> ();
		//GameObject Object1 = GameObject.Find ("armas");
		//Component anotherScript = Object1.GetComponent<disparosDelJugador> ();
		disparo.disparo(controlArma.danio);
		controlArma.disparar ();
		objetin = GameObject.FindGameObjectsWithTag ("canionWinchester");

		posicionHueso = objetin [0].transform;
		Instantiate (esfera, posicionHueso.position,posicionHueso.rotation);
		//		Script1.disparo ();
		
		
	}
Esempio n. 6
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//	private camaraMira funcionesDeCamara;
//	private AnotherScript anotherScript;
	//private GameObject otherScript;
	//OtherScript = GetComponent(OtherScript);
	//public GameObject objectToAccess;
	 // 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) {
		//funcionesDeCamara = Camera.main.transform.root.GetComponent<camaraMira>();
		controlArma=GameObject.Find ("/JugadorFps/FirstPersonCharacter/armas/animacionColt44-40").GetComponent<controlDeArmasJugador> ();
		cartucho = GameObject.Find ("/JugadorFps/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006");
		disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> ();
		anim = GameObject.Find ("animacionColt44-40").GetComponent<Animator> ();
		m =cartucho.GetComponent<SkinnedMeshRenderer>();
		objetin = GameObject.FindGameObjectsWithTag ("canionColt");
		m.enabled = false;
	
		posicionHueso = objetin [0].transform;
		//Instantiate(flash,);
		casquillos = animator.GetInteger ("casquillos");

		//GameObject Object1 = GameObject.Find ("armas");
		//Component anotherScript = Object1.GetComponent<disparosDelJugador> ();

		disparo.disparo (3);
		controlArma.disparar ();



		//Transform bone = GetComponent<Animator>().avatar.GetBone(BoneType.LeftShoulder);


//		Debug.Log("Posicion del hgueso -----------------"+posicionHueso.position+"----------------------");
		//funcionesDeCamara.miraMovedizaCamara ();
		Instantiate (esfera, posicionHueso.position,posicionHueso.rotation);

//		Script1.disparo ();
		/*abtenemos posicion del 
		posicion = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/marco").GetComponent<Transform>();
		Debug.Log ("+++++++++++ la poscion del flash es:   " + posicion.position + "+++++++++++++++++++");canion*/

		/*obtenemos un hueso*/


	}
Esempio n. 7
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static bool compararArma(controlDeArmasEnemigo armaE,controlDeArmasJugador armaJ ){
	bool retVal = false;
	Debug.Log ("Arma del JUGADOR" + armaJ.wepoType.ToString ());
	Debug.Log ("Arma del Enemigo" + armaE.wepoType.ToString());

	if(armaE.wepoType.ToString() == armaJ.wepoType.ToString()){
		//decider
		//posibilidad de atacar del 50 %
		int random=Random.Range(0,11);
		Debug.Log ("tiene la misma Arma");
		if(random<= 5){
			Debug.Log ("tiene la misma Arma y ataco con valor "+random);
			retVal = true;
		}
	}else{
		if (armaE.wepoType == managerDeArmasEnemigo.WeaponType.Rifle) {
			Debug.Log ("rifle en el no jugador");	
			retVal = true;
		}if(armaJ.wepoType.ToString()== managerDeArmasEnemigo.WeaponType.Pistol.ToString()){
			Debug.Log ("el jugador sua una pistola");	
			retVal = true;

		}
	}
	return retVal;
}
Esempio n. 8
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	// 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) {
	//
	//}

	// 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
	//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
	//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
	override public void OnStateIK (Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
	{
		control = GameObject.FindGameObjectWithTag ("colt").GetComponent<controlDeArmasJugador> ();
		animator.SetInteger ("casquillos", 6 - control.municionActual);
	}