private AnimatorSetup animSetup; // An instance of the AnimatorSetup helper class. void Awake() { // Setting up the references. //Congiguracion de las referencias. player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent <EnemySight>(); nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); // Making sure the rotation is controlled by Mecanim. //Cerciorarse de que la rotacion es controlada por Mecanin y no por el navmeshagent. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. // Creando una instancia de la Clase AnimatorSetup y llamamos el constructor. animSetup = new AnimatorSetup(anim, hash); // Set the weights for the shooting and gun layers to 1. // Establecemos el peso de las capas Shooting y gun a 1. anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. // Necesitamos convertir el angulo de deadzone de grados a radianes, ya que el motor lo opera asi mas facil. deadZone *= Mathf.Deg2Rad; }
public void EnqueueAnimator(Animator animator, AnimatorSetup setup, AnimationEnd end) { if (animatorSetup.ContainsKey(animator)) { animatorSetup[animator].Add(setup); } else { List <AnimatorSetup> list = new List <AnimatorSetup>(); list.Add(setup); animatorSetup.Add(animator, list); } if (animationEnd.ContainsKey(animator)) { animationEnd[animator].Add(end); } else { List <AnimationEnd> list = new List <AnimationEnd>(); list.Add(end); animationEnd.Add(animator, list); } animators.Enqueue(animator); }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new AnimatorSetup(anim); angleTolerance *= Mathf.Deg2Rad; }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new AnimatorSetup(anim); angleTolerance *= Mathf.Deg2Rad; }
void Awake() { nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag("GameController").GetComponent <HashIDs>(); nav.updateRotation = false; animSetup = new AnimatorSetup(anim, hash); deadZone *= Mathf.Deg2Rad; }
void Awake() { anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); unitController = transform.parent.gameObject.GetComponent <ControllerBase>(); animSetup = new AnimatorSetup(anim, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
void Awake() { nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); nav.updateRotation = false; animSetup = new AnimatorSetup(anim, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
void Awake() { anim = GetComponent<Animator>(); agent = GetComponent<NavMeshAgent>(); opticSphereCol = GetComponent<SphereCollider>(); playerGameObject = GameObject.FindGameObjectWithTag(DoneTags.player); hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>(); animSetup = new AnimatorSetup(anim, hash); patrolIndex = 0; }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent<EnemySight>(); navMeshAgent = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); navMeshAgent.updateRotation =false; animSetup = new AnimatorSetup(anim, hash); deadZone *= Mathf.Deg2Rad; }
void Start() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = this.GetComponent <fps_EnemySight>(); nav = this.GetComponent <NavMeshAgent>(); anim = this.GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); animSetup = new AnimatorSetup(anim, hash); nav.updateRotation = false; anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
void Start() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = this.GetComponent <fps_EnemySight>(); nav = this.GetComponent <NavMeshAgent>(); anim = this.GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); animSetup = new AnimatorSetup(anim, hash); nav.updateRotation = false; //通过动画来控制敌人AI的旋转 anim.SetLayerWeight(1, 1f); //设置动画状态机层级的权重,第一层为1 anim.SetLayerWeight(2, 1f); //第二层为1 //因为设置了骨骼作用的范围,设置权重就不会影响到其他层动画的播放 deadZone *= Mathf.Deg2Rad;//把角度转换成弧度 }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent <EnemySight> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); //anim = GetComponent<Animator> (); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs> (); nav.updateRotation = false; animSetUp = new AnimatorSetup(anim, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
void Awake() { touchObject = this.transform.FindChild("SenseTouch").gameObject; woken = touchObject.GetComponent<Woken>(); santaTransform = GameObject.FindGameObjectWithTag("Player").transform; nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); // Must make sure rotation of person is by the animator and not by the nav mesh agent nav.updateRotation = false; animSetup = new AnimatorSetup(anim); // Convert deadZone variable from degrees to radians deadZone *= Mathf.Deg2Rad; }
void Awake() { navMeshAgent = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); animSetup = new AnimatorSetup(anim, hash); enemySight = GetComponent<EnemySight>(); enemyHealth = GetComponent<EnemyHealth>(); player = GameObject.FindGameObjectWithTag("Player").transform; //INITIALIZING THE PATROLLING currentWaypointIndex = 0; navMeshAgent.destination = waypoints[currentWaypointIndex].position; anim.SetFloat("Speed", patrollingSpeed * patrolSpeedRatio); navMeshAgent.speed = patrollingSpeed; previousNavMeshDestination = Vector3.zero; }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent <EnemySight> (); nav = GetComponent <NavMeshAgent> (); anim = GetComponent <Animator> (); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs> (); nav.updateRotation = false; // 转向不是用 nav 来做, 而是用 anim 来做, 所以先把 nav.updateRoatation 关掉 animSetup = new AnimatorSetup(anim, hash); anim.SetLayerWeight(1, 1f); // 0 ~ 1f 是权威的范围, 越接近 1f 就比其他 Layer 更优先 anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; // 把角度转换成弧度 }
void Awake() { enemySight = GetComponent <EnemySight>(); nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); playerTransform = GameObject.FindGameObjectWithTag(Tags.player).transform; nav.updateRotation = false; animSetup = new AnimatorSetup(anim); //, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent<EnemySight>(); nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); nav.updateRotation = false; //To make sure that the rotation of the enemy is set by the animator and not by the nav mesh agent - To reduce foot slipping whilst turning corners animSetup = new AnimatorSetup(anim, hash); anim.SetLayerWeight(1, 1f); //Shooting Layer anim.SetLayerWeight(2, 1f); //Gun Layer deadZone *= Mathf.Deg2Rad; //Convert from degrees to radians }
//private DoneHashIDs hashIDs; void Awake() { animator = GetComponentInChildren <Animator> (); animatorSetup = new AnimatorSetup(animator); attackModule = GetComponent <AttackModule> (); //hashIDs = new DoneHashIDs(); // animatorSetup = new DoneAnimatorSetup(animator, hashIDs); aiPath = GetComponent <GG_AIPath> (); // Set the weights for the shooting and gun layers to 1. animator.SetLayerWeight(1, 1f); animator.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; //NavAnimSetup(); }
private AnimatorSetup animSetup; //animatorSetupスクリプト void Start() { //初期化 player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = this.GetComponent <EnemySight>(); nav = this.GetComponent <NavMeshAgent>(); anim = this.GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); animSetup = new AnimatorSetup(anim, hash); //navの回転を無効・animatorが回転をする(スムーズに見える) nav.updateRotation = false; //Shooting(1)とGun(2)のWeightを1に設定、他の層より優先順位が高い anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); //弧度に変更 deadZone *= Mathf.Deg2Rad; }
void Awake() { InitialiseSantaTransform(); personSight = GetComponent<PersonSight>(); suspicion = GetComponent<Suspicion>(); nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); touchObject = this.transform.FindChild("SenseTouch").gameObject; woken = touchObject.GetComponent<Woken>(); // Must make sure rotation of person is by the animator and not by the nav mesh agent nav.updateRotation = false; animSetup = new AnimatorSetup(anim); // Convert deadZone variable from degrees to radians deadZone *= Mathf.Deg2Rad; }
void Awake() { //referencing scripts player = GameObject.FindGameObjectWithTag("Player").transform; enemySight = GetComponent<EnemySight>(); nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag("gameController").GetComponent<HashIDs>(); EnemyAI = GetComponent<enemyAI>(); <<<<<<< HEAD nav.updateRotation = false; //make sure the rotation is controlled by mecanim animSetup = new AnimatorSetup(anim, hash); //creating an instance of the AnimatorSetu class and calling it´s constructor deadZone += Mathf.Deg2Rad; //convert the angle for the deadzone from degrees to radiants ======= nav.updateRotation = false; //make sure the rotation is controlled by mecanim animSetup = new AnimatorSetup(anim, hash); //creating an instance of the AnimatorSetu class and calling it´s constructor deadZone += Mathf.Deg2Rad; //convert the angle for the deadzone from degrees to radiants >>>>>>> dd5711ced731f99b586cb33f83b71c58174c8409 }
private Transform player; // Reference to the player's transform. #endregion Fields #region Methods void Awake() { // Setting up the references. player = GameObject.Find("N40").transform; enemySight = GetComponent<EnemySight>(); nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); // Making sure the rotation is controlled by Mecanim. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new AnimatorSetup(anim); // Set the weights for the shooting and gun layers to 1. anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. deadZone *= Mathf.Deg2Rad; }
private AnimatorSetup animSetup; // An instance of the AnimatorSetup helper class. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent <EnemySight>(); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); // Making sure the rotation is controlled by Mecanim. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new AnimatorSetup(anim, hash); // Set the weights for the shooting and gun layers to 1. anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. deadZone *= Mathf.Deg2Rad; }
// --------------------------------------------------------------------------------------------------- // METHOD: Start() // Desciption: Get a reference to the TagsHashIDs.cs file, and construct a new AnimatorSetup.cs class // --------------------------------------------------------------------------------------------------- private void Start() { _hashIDs = _controller.TagsHash; _animatorSetup = new AnimatorSetup(_anim, _hashIDs); }
public void EnqueueAnimator(Animator animator, AnimatorSetup setup) { EnqueueAnimator(animator, setup, () => { }); }
protected override void Awake() { base.Awake(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag("GameController").GetComponent<HashIDs>(); animSetup = new AnimatorSetup(anim, hash); }