public void Initiolize(SampleController sampleController) { characterStatus = sampleController.characterStatus; targetLook = sampleController.cameraHandler.targetLook; cameraSystem = sampleController.cameraHandler.mainTransform.gameObject; noPlayerMask = sampleController.cameraHandler.noPlayerMask; cam = sampleController.cameraHandler.cameraTransform.gameObject; anim = sampleController.anim; characterInput = sampleController.characterInput; characterFight = sampleController.characterFight; characterIK = sampleController.characterIK; ammoSlider = sampleController.ammoSlider; if (characterFight != null) { sword = Instantiate(fightWeapon.weaponPrefab, fightPoint); ReturnSwordToPos(); activeFightWeapon = sword.GetComponent <FightWeapon>(); characterInput.fightWeapon = activeFightWeapon; characterFight.weapon = activeFightWeapon; anim.SetBool("Weapon", true); anim.SetInteger("WeaponType", 0); fighter = true; } itemText.text = string.Empty; }
private void Awake() { if (Instance == null) { Instance = this; } IKTargeting = new CharacterIK(); }
void OnTriggerEnter(Collider collider) { Physics.IgnoreCollision(collider, terrainCollider, true); CharacterIK ik = collider.GetComponent <CharacterIK>(); if (ik != null) { ik.enabled = false; } }
// Use this for initialization void Start() { unityInput = GetComponent <UnityInput>(); locomotionHandler = GetComponent <UltimateCharacterLocomotionHandler>(); locomotion = GetComponent <UltimateCharacterLocomotion>(); characterIk = GetComponent <CharacterIK>(); animator = GetComponent <Animator>(); runtimeAnimationController = animator.runtimeAnimatorController; UpdateAvatar(); SetUmaReady(false); }
// Update is called once per frame void Update() { if (entityStats.CanAttack) { TriggerSkill(attachedSkills[0], OVRInput.Button.PrimaryIndexTrigger, OVRInput.Controller.LTouch); TriggerSkill(attachedSkills[1], OVRInput.Button.PrimaryIndexTrigger, OVRInput.Controller.RTouch); TriggerSkill(attachedSkills[2], OVRInput.Button.One, OVRInput.Controller.LTouch); } if (OVRInput.GetDown(OVRInput.Button.PrimaryHandTrigger, OVRInput.Controller.LTouch)) { Debug.Log("IK Switched"); GameObject CharacterModel = GameObject.FindGameObjectWithTag("CharacterModel"); CharacterIK ik = CharacterModel.GetComponent <CharacterIK>(); ik.ikActive = !ik.ikActive; } }