IEnumerator DoTheAnim(string arganimname, CharacterAnimatorController argAnimatorCtrl) { Animator _animtor = argAnimatorCtrl.Get_myAnimator(); _animtor.CrossFade(arganimname, 0.4f); yield return(null); }
private OreDurability block; // block to mine private void Awake() { csGlobal = FindObjectOfType <CsGlobal>(); _gridBehavior = FindObjectOfType <GridBehavior>(); animatorController = FindObjectOfType <CharacterAnimatorController>(); SetInfoActive(false); }
private void Awake() { animatorController = GetComponent <CharacterAnimatorController>(); rigidbody2d = GetComponent <Rigidbody2D>(); InvokeRepeating("ChooseMoviment", 0f, 2f); moves = new List <string>(); }
public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, AnimGraph_AnimatorController settings) { m_settings = settings; m_EntityManager = entityManager; m_Owner = owner; m_characterAnimatorController = new CharacterAnimatorController(graph, m_settings.animatorController); m_characterAnimatorController.Start(); }
protected void Initialization() { halfHeight = GetComponent <Collider>().bounds.extents.y; //Przypisanie wysokosci jednostki nad ziemia do zmiennej CenterPosition(); CharacterAnimController = GetComponentInChildren <CharacterAnimatorController>(); ZombieAnimaController = GetComponentInChildren <ZombieAnimatorController>(); Weapon = GameObject.FindGameObjectWithTag("ActivePlayer").GetComponent <Weapon>(); TurnManager.AddUnit(this); //Dodanie jednostki }
public CharacterCombatStateMachineContext(GameObject go, IState startState, [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug, CharacterAnimatorController animatorController, None none, Attack attack) : base(go, startState, debug) { CharacterId = characterId; PlayerId = playerId; Stats = stats; AnimatorController = animatorController; RelatedStates = new States(none, attack); }
private void Awake() { chanceOnBooster = chanceOnBoosterSerializable; boosterDuration = boosterDurationSerializable; animatorController = FindObjectOfType <CharacterAnimatorController>(); openAndCloseCore = transform.GetComponent <OpenAndCloseCore>(); boosters = boostersSerialization; boostersImage = new Image[boosters.Length]; }
public void EnableAnimator() { if (animator == null && body != null) { animator = body.AddComponent <CharacterAnimatorController>(); } if (animator != null) { animator.enabled = true; } }
public CharacterBehaviorContext([Inject(Id = "id")] string characterId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "playerId")] int playerId, Transform transform, IOwnershipService ownershipService, CharacterAnimatorController animatorController, CharacterLocomotionHandler locomotionHandler) { CharacterId = characterId; Stats = stats; PlayerId = playerId; Transform = transform; OwnershipService = ownershipService; AnimatorController = animatorController; LocomotionHandler = locomotionHandler; }
IEnumerator DoTheAnimwait(string arganimname, CharacterAnimatorController argAnimatorCtrl) { Animator _animtor = argAnimatorCtrl.Get_myAnimator(); _animtor.CrossFade(arganimname, 0.4f); print("started"); yield return(new WaitForSeconds(3)); print("and bedtime"); _animtor = argAnimatorCtrl.Get_myAnimator(); _animtor.CrossFade(GameSettings.Instance.Come, 0.4f); }
private void Awake() { team = GetComponentInParent <Team>(); targetHandler = GetComponentInChildren <TargetHandler>(); animatorController = GetComponentInChildren <CharacterAnimatorController>(); audioController = GetComponent <CharacterAudioController>(); spineController = GetComponent <SpineController>(); stats = GetComponent <CharacterStats>(); OnReceiveDamageCharacter += CheckHealth; OnReceiveDamageZone += (damage) => { CheckHealth(damage, null); }; }
public CharacterSecondaryMovementStateMachineContext(InputManager inputManager, GameObject go, IState startState, [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug, CharacterLocomotionHandler locomotionHandler, CharacterAnimatorController animatorController, None none, Jump jump, Fall fall, Land land, Fly fly) : base(go, startState, debug) { InputManager = inputManager; CharacterId = characterId; PlayerId = playerId; Stats = stats; LocomotionHandler = locomotionHandler; AnimatorController = animatorController; RelatedStates = new States(none, jump, fall, land, fly); }
public CharacterMainStateMachineContext(InputManager inputManager, GameObject go, IState startState, [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug, CharacterLocomotionHandler locomotionHandler, CharacterAnimatorController animatorController, Idle idle, Walk walk, Die die) : base(go, startState, debug) { InputManager = inputManager; CharacterId = characterId; PlayerId = playerId; Stats = stats; LocomotionHandler = locomotionHandler; AnimatorController = animatorController; RelatedStates = new States(idle, walk, die); }
private void Awake() { _gridBehavior = FindObjectOfType <GridBehavior>(); csGlobal = FindObjectOfType <CsGlobal>(); rigidBody = gameObject.GetComponent <Rigidbody2D>(); animatorController = FindObjectOfType <CharacterAnimatorController>(); if (atStop == null) { new UnityEvent(); } if (whenMovementResumes == null) { new UnityEvent(); } }
// Start is called before the first frame update void Awake() { MyCoroutines = new List <Func <string, CharacterAnimatorController, IEnumerator> >(); Func <string, CharacterAnimatorController, IEnumerator> F1 = new Func <string, CharacterAnimatorController, IEnumerator>(DoTheAnim); Func <string, CharacterAnimatorController, IEnumerator> F2 = new Func <string, CharacterAnimatorController, IEnumerator>(DoTheAnimwait); FA1 = new Func <Vector3, string, Action, CharacterAnimatorController, IEnumerator>(DoTheRot); MyCoroutines.Add(F1); MyCoroutines.Add(F2); _dwellerItemManager = DwellerObj.GetComponent <CharacterItemManager>(); _bellhopItemManager = BellHopObj.GetComponent <CharacterItemManager>(); _dwellerAnimatorController = DwellerObj.GetComponent <CharacterAnimatorController>(); _bellhopAnimatorController = BellHopObj.GetComponent <CharacterAnimatorController>(); GameObject Item_a = Instantiate(Items[UnityEngine.Random.Range(3, Items.Count)].gameObject); DeliveryItem Di_a = Item_a.GetComponent <DeliveryItem>(); GameObject Item_b = Instantiate(Items[UnityEngine.Random.Range(0, 3)].gameObject); DeliveryItem Di_b = Item_b.GetComponent <DeliveryItem>(); GameObject Item_c = Instantiate(Items[UnityEngine.Random.Range(3, Items.Count)].gameObject); DeliveryItem Di_c = Item_c.GetComponent <DeliveryItem>(); //Test_AttachItem(Di_a, AnimalCharacterHands.Right, _bellhopItemManager); //Test_Show_LR(true, AnimalCharacterHands.Right, _bellhopItemManager); Test_AttachItem(Di_b, AnimalCharacterHands.Right, _dwellerItemManager); Test_Show_LR(true, AnimalCharacterHands.Right, _dwellerItemManager); //Test_AttachItem(Di_c, AnimalCharacterHands.Left, _dwellerItemManager); //Test_Show_LR(true, AnimalCharacterHands.Left, _dwellerItemManager); // target = targ3.transform; // StartCoroutine(FA1(target.position, "Wave2", () => print("hi"), _dwellerAnimatorController)); //_bellhopAnimatorController.ActivateAgent(); //_dwellerAnimatorController.ActivateAgent(); // _bellhopAnimatorController.WarpMeAgentto(targ4.transform); }
private void Start() { instanceAngles = Quaternion.Euler(90, 180, -10); var playerMainScript = GetComponent <PlayerMainScript>(); if (playerMainScript != null) { _animatorController = playerMainScript.animatorController; _rangedWeapon = playerMainScript.equipment.weapon; _ownerObject = playerMainScript.playerObject; } else { var npc = GetComponent <NpcMainScript>(); _animatorController = npc.animatorController; _ownerObject = npc.npcObject; // Set ranged to null, because enemies do not have a projectile limit _rangedWeapon = null; } _lastAttackTime = Time.time + 1f / attackSpeedPerSecond; }
private void Awake() { boosterTypes = Enum.GetValues(typeof(BoostersController.BoosterTypes)) .Cast <BoostersController.BoosterTypes>(); _gridBehavior = FindObjectOfType <GridBehavior>(); _oreGenerator = FindObjectOfType <OreGenerator>(); progressBar = FindObjectOfType <ProgressBar>(); extractedOresCounter = FindObjectOfType <SingleExtractedOresCounter>(); animatorController = FindObjectOfType <CharacterAnimatorController>(); maxDurability = oreStats.durability; currentDurability = maxDurability; armour = oreStats.armor - AwakeningUpgradeSingleton.armourPiercing; if (armour < 0) { armour = 0; } index = oreStats.index; _sprites = Resources.LoadAll <Sprite>("OresSprites/" + (index + 1)); _sprite = _sprites[Random.Range(0, _sprites.Length)]; _spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); _spriteRenderer.sprite = _sprite; }
private void Awake() { animatorController = GetComponent <CharacterAnimatorController>(); rigidbody2d = GetComponent <Rigidbody2D>(); }
IEnumerator DoTheRot(Vector3 argDirection, string argNameAnimToPlayNext, Action argOnRotCompledCallBAck, CharacterAnimatorController argAnimatorCtrl) { iscoroutineStarted = true; // argAnimatorCtrl.TurnTo(argDirection, argNameAnimToPlayNext, argOnRotCompledCallBAck); yield return(null); }