public void OnPrimaryAttackEnd() { _bIsPrimaryAttackKeyHeld = false; AnimatorStates.Set(AnimatorStates.AnimationParameter.FireStop, PlayerMain.Instance.ActiveWeapon.weaponType); AnimatorStates.ResetTrigger(AnimatorStates.AnimationParameter.Fire, PlayerMain.Instance.ActiveWeapon.weaponType); _onPrimaryAttackEndListener.Invoke(); }
private void OnPrimaryAttackEndCallBack() { if (PlayerMain.Instance.ActiveWeapon.weaponType == WeaponBase.WeaponType.MachineGun) { AnimatorStates.UnSet(PlayerMain.Instance.ActiveWeapon.cameraShakeAnimationParameter, _mainCameraAnimator); } }
void Start() { animator = transform.GetComponent <Animator>(); string[] vals = new string[destructStates.Count]; destructStates.Values.CopyTo(vals, 0); states = new AnimatorStates(animator, vals); }
// Use this for initialization void Start() { s_instance = this; foreach (AnimationParameterInfo ap in animatorParameters) { ap.CalculateHash(); } }
public void ActivateTrigger(AnimatorStates trigger) { if (_triggersState[trigger] == true) { switch (trigger) { case AnimatorStates.Block: _animator.SetTrigger("Block"); _triggersState[trigger] = false; _brain.ChangeStamina(PlayerBrain.S_PUNISH_BLOCK); break; case AnimatorStates.CancelLong: _animator.SetTrigger("CancelLong"); break; case AnimatorStates.ProceedLong: _animator.SetTrigger("ProceedLong"); _triggersState[trigger] = false; _brain.ChangeStamina(PlayerBrain.S_PUNISH_LONG_HIT_FINISHED); break; case AnimatorStates.QuickHit: _animator.SetTrigger("QuickHit"); _triggersState[trigger] = false; _brain.ChangeStamina(PlayerBrain.S_PUNISH_QUICK_HIT); break; case AnimatorStates.StartLong: _animator.SetTrigger("StartLong"); _triggersState[trigger] = false; _brain.ChangeStamina(PlayerBrain.S_PUNISH_LONG_HIT_N_FINISHED); break; case AnimatorStates.Unblock: _animator.SetTrigger("Unblock"); break; default: Debug.Log("bruh you dum as hell like fr"); break; } } else { //Debug.Log("bibibobo you tried to play the animation that is already playing!"); } }
// Use this for initialization void Start() { body = gameObject.GetComponent <Rigidbody2D>(); animator = transform.GetComponent <Animator>(); states = new AnimatorStates(animator, new string[] { "walk", "idle", "jump", "climb", "death", "wall_slide" }); leveller = new Leveller(this, LEVEL_MAP); states.ChangeState("idle"); }
/// <summary> /// Function to make the player switch to another weapon /// </summary> private void ChangeActiveWeapon(WeaponBase.WeaponType weaponType) { _isWeaponBeingSwitched = true; PlayerAttack.Instance.OnPrimaryAttackEnd(); AnimatorStates.Set(AnimatorStates.AnimationParameter.Unwield, _activeWeapon.weaponType); SoundManager.Instance.PlayWeaponChange(_activeWeapon.audioClipUnwield); if (_prevDelayedCallWeaponChange != -1) { DelayedCaller.Instance.RemoveDelayedCall(_prevDelayedCallWeaponChange); } _prevDelayedCallWeaponChange = DelayedCaller.Instance.AddDelayedCall(() => { _isWeaponBeingSwitched = false; _weaponSprites[(int)_activeWeapon.weaponType - 1].SetActive(false); _activeWeapon = WeaponsManager.Instance.GetWeapon(weaponType); _weaponSprites[(int)weaponType - 1].SetActive(true); SoundManager.Instance.PlayWeaponChange(_activeWeapon.audioClipWield); }, _weaponUnwieldTime); }
/// <summary> /// Will be triggered whenever the left mouse button is clicked /// </summary> private void OnPrimaryAttackStart() { if (_PrimaryAttackProgress <= PlayerMain.Instance.ActiveWeapon.fireCoolDown && _timeAtPrimaryAttack != -1) { return; } if (!PlayerMain.Instance.IsWeaponBeingSwitched) { _bIsPrimaryAttackKeyHeld = true; AnimatorStates.ResetTrigger(AnimatorStates.AnimationParameter.FireStop, PlayerMain.Instance.ActiveWeapon.weaponType); AnimatorStates.Set(AnimatorStates.AnimationParameter.Fire, PlayerMain.Instance.ActiveWeapon.weaponType); /* WeaponBase activePlayerWeapon = PlayerMain.Instance.ActiveWeapon; * SoundManager.Instance.PlayAudio(activePlayerWeapon.audioSourceFire, activePlayerWeapon.audioClipFire); * for (int i=0;i<PlayerMain.Instance.ActiveWeapon.projectilePerShot;i++) { * FireWeapon(); * }*/ OnPrimaryAttackHeld(); } }
public void OnAnimationEnd(AnimatorStates trigger) { switch (trigger) { case AnimatorStates.Block: break; case AnimatorStates.CancelLong: break; case AnimatorStates.ProceedLong: _triggersState[trigger] = true; _triggersState[AnimatorStates.StartLong] = true; break; case AnimatorStates.QuickHit: _triggersState[trigger] = true; break; case AnimatorStates.StartLong: _triggersState[trigger] = true; break; case AnimatorStates.Unblock: for (int i = 0; i < ANIMATOR_STATES_COUNT; i++) { _triggersState[(AnimatorStates)i] = true; ResetTriggers(); } break; default: //Debug.Log("joe biden wake up"); break; } }
/// <summary> /// Called when the player attacks /// </summary> private void OnPrimaryAttackCallBack() { AnimatorStates.Set(PlayerMain.Instance.ActiveWeapon.cameraShakeAnimationParameter, _mainCameraAnimator); GameObject smoke = VisualEffectsManager.Instance.GetSmokePoolObject(); prevSmoke = smoke; // smoke.SetActive(true); // smoke.transform.position = smokeEffectPosition.transform.position; // smoke.GetComponent<ParticleSystem>().Play(); WeaponBase activeWeapon = PlayerMain.Instance.ActiveWeapon; /* GameObject smokeInstance = Instantiate(smoke); * smokeInstance.SetActive(true); * smokeInstance.transform.parent = activeWeapon.smokeSpawnPoint.transform.parent; * smokeInstance.transform.position = activeWeapon.smokeSpawnPoint.transform.position;*/ smoke.SetActive(true); ///smoke.transform.parent = activeWeapon.smokeSpawnPoint.transform.parent; smoke.transform.position = activeWeapon.smokeSpawnPoint.transform.position; ParticleSystem ps = smoke.GetComponent <ParticleSystem>(); //ps.gameObject.SetActive(true); ps.Play(); DelayedCaller.Instance.AddDelayedCall(() => { ps.Stop(); /*ps.Clear();*/ }, ps.main.duration / 160f); //Destroy(smokeInstance, ps.main.duration/20); GameObject muzzleFlash = VisualEffectsManager.Instance.GetMuzzleFlashObject(); muzzleFlash.SetActive(true); muzzleFlash.transform.parent = activeWeapon.muzzleFlashSpawnPoint.transform.parent; muzzleFlash.transform.position = activeWeapon.muzzleFlashSpawnPoint.transform.position; muzzleFlash.GetComponent <ParticleSystem>().Play(); }
void OnDestroy() { s_instance = null; }