Esempio n. 1
0
        void Start()
        {
            states = GetComponent <StatesManager>();
            states.Init();

            agent = GetComponent <NavMeshAgent>();
        }
Esempio n. 2
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        public void Init(StatesManager st)
        {
            r_manager = st.r_manager;
            anim      = st.anim;
            LoadCharacter();
            hair     = LoadCharacterObject(hairObj);
            eyebrows = LoadCharacterObject(eyebrowsObj);

            LoadMask(maskObj);
            LoadCharacterObject(other);
        }
Esempio n. 3
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        public void GetHit(StatesManager s, RuntimeWeapon c, HitPosition hp)
        {
            HumanBodyBones t = HumanBodyBones.Chest;

            if (hp != null)
            {
                t = hp.bone;
            }

            float baseDamage = c.stats.GetDamage();

            //float baseDamage = 25;


            switch (t)
            {
            case HumanBodyBones.Head:
                anim.Play("damage 2");
                baseDamage *= 2;
                baseDamage += Random.Range(-5, 5);
                break;

            case HumanBodyBones.Chest:
                anim.Play("damage 2");
                baseDamage += Random.Range(-12, 12);
                break;

            case HumanBodyBones.LeftUpperArm:
                baseDamage *= .5f;
                anim.Play("damage 1");
                baseDamage += Random.Range(-12, 12);
                break;

            case HumanBodyBones.RightUpperArm:
                baseDamage *= .5f;
                anim.Play("damage 1");
                baseDamage += Random.Range(-12, 12);
                break;
            }

            health -= Mathf.RoundToInt(baseDamage);
            if (health < 0)
            {
                a_hook.enabled = false;
                StartCoroutine(EnableRagdoll_AfterDelay(.1f));
                states.isDead = true;
            }
        }
Esempio n. 4
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        public void Init(StatesManager st)
        {
            states = st;
            anim   = states.anim;

            shoulder                  = anim.GetBoneTransform(HumanBodyBones.RightShoulder).transform;
            aimPivot                  = new GameObject().transform;
            aimPivot.name             = "aim pivot";
            aimPivot.transform.parent = states.transform;

            rh_target        = new GameObject().transform;
            rh_target.name   = "right hand target";
            rh_target.parent = aimPivot;

            states.inp.aimPosition    = states.transform.position + transform.forward * 15;
            states.inp.aimPosition.y += 1.4f;
        }
Esempio n. 5
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        void HandleDamage(RaycastHit h, RuntimeWeapon c, Vector3 d)
        {
            Rigidbody rigid = h.transform.GetComponent <Rigidbody>();

            if (rigid != null)
            {
                if (!rigid.isKinematic)
                {
                    rigid.AddForceAtPosition(d * 20, h.point, ForceMode.Impulse);
                }
            }

            StatesManager st = h.transform.GetComponentInParent <StatesManager>();

            if (st != null)
            {
                if (st != this)
                {
                    if (st.states.isDead)
                    {
                        return;
                    }

                    HitPosition hitPos = h.transform.GetComponent <HitPosition>();
                    GameObject  p      = objPool.RequestObject("BloodSplat_FX");
                    p.transform.position = h.point;
                    st.GetHit(this, c, hitPos);
                }
            }
            else
            {
                GameObject p = objPool.RequestObject("bullet_hit");
                p.transform.position = h.point;
                p.transform.LookAt(a_hook.aimPivot.position);
            }
        }