コード例 #1
0
    IEnumerator DoTheAnim(string arganimname, CharacterAnimatorController argAnimatorCtrl)
    {
        Animator _animtor = argAnimatorCtrl.Get_myAnimator();

        _animtor.CrossFade(arganimname, 0.4f);
        yield return(null);
    }
コード例 #2
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    private OreDurability block; // block to mine

    private void Awake()
    {
        csGlobal           = FindObjectOfType <CsGlobal>();
        _gridBehavior      = FindObjectOfType <GridBehavior>();
        animatorController = FindObjectOfType <CharacterAnimatorController>();

        SetInfoActive(false);
    }
コード例 #3
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    private void Awake()
    {
        animatorController = GetComponent <CharacterAnimatorController>();
        rigidbody2d        = GetComponent <Rigidbody2D>();

        InvokeRepeating("ChooseMoviment", 0f, 2f);
        moves = new List <string>();
    }
コード例 #4
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        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();
        }
コード例 #5
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 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
 }
コード例 #6
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 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);
 }
コード例 #7
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    private void Awake()
    {
        chanceOnBooster = chanceOnBoosterSerializable;
        boosterDuration = boosterDurationSerializable;

        animatorController = FindObjectOfType <CharacterAnimatorController>();
        openAndCloseCore   = transform.GetComponent <OpenAndCloseCore>();

        boosters      = boostersSerialization;
        boostersImage = new Image[boosters.Length];
    }
コード例 #8
0
ファイル: CommonModel.cs プロジェクト: daxingyou/client-2
 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;
 }
コード例 #10
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    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);
    }
コード例 #11
0
ファイル: Character.cs プロジェクト: sedatyavuz/Scripts
    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); };
    }
コード例 #12
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 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);
 }
コード例 #13
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 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);
 }
コード例 #14
0
ファイル: Movement.cs プロジェクト: KRILLEKS/PickaxesHero
    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();
        }
    }
コード例 #15
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    // 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);
    }
コード例 #16
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        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;
        }
コード例 #17
0
    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;
    }
コード例 #18
0
 private void Awake()
 {
     animatorController = GetComponent <CharacterAnimatorController>();
     rigidbody2d        = GetComponent <Rigidbody2D>();
 }
コード例 #19
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 IEnumerator DoTheRot(Vector3 argDirection, string argNameAnimToPlayNext, Action argOnRotCompledCallBAck, CharacterAnimatorController argAnimatorCtrl)
 {
     iscoroutineStarted = true;
     // argAnimatorCtrl.TurnTo(argDirection, argNameAnimToPlayNext, argOnRotCompledCallBAck);
     yield return(null);
 }