private void Start() { IK = data.IK; anim = data.Anim; if (!IK || !anim) { enabled = false; return; } transform.parent = null; positionOffset = transform.position - foot.position; if (rightfoot) { IK.RightFoot.rotationWeight = 1; IK.RightFoot.rotation = foot.rotation; IK.RightFoot.positionWeight = 1; IK.RightFoot.position = foot.position; } else { IK.LeftFoot.rotationWeight = 1; IK.LeftFoot.rotation = foot.rotation; IK.LeftFoot.positionWeight = 1; IK.LeftFoot.position = foot.position; } }
void Awake() { this.steering = this.gameObject.GetComponent<SteeringController>(); this.animator = this.gameObject.GetComponent<Animator>(); this.ik = this.animator.GetComponent<IKController>(); this.RegisterWithIK(); }
void Awake() { this.steering = this.gameObject.GetComponent <SteeringController>(); this.animator = this.gameObject.GetComponent <Animator>(); this.ik = this.animator.GetComponent <IKController>(); this.RegisterWithIK(); }
private IEnumerator Climb(ClimbingNode nextNode) { UpdateAnimator(); elapsedTime = 0; while (elapsedTime <= 1) { if (Input.GetButtonDown("Jump")) { Jump(); yield break; } //Move Right Side if (movePolarity == RIGHT) { IKController.LerpIKTarget(IK.RightHand, IKTarget.FromTransform(currentNodes[RIGHT].rightHand.transform), IKTarget.FromTransform(nextNode.rightHand.transform), elapsedTime); IKController.LerpIKTarget(IK.RightFoot, IKTarget.FromTransform(currentNodes[RIGHT].rightFoot.transform), IKTarget.FromTransform(nextNode.rightFoot.transform), elapsedTime); } else { IK.RightHand.Set(currentNodes[RIGHT].rightHand); IK.RightFoot.Set(currentNodes[RIGHT].rightFoot); } //Move Left Side if (movePolarity == LEFT) { IKController.LerpIKTarget(IK.LeftHand, IKTarget.FromTransform(currentNodes[LEFT].leftHand.transform), IKTarget.FromTransform(nextNode.leftHand.transform), elapsedTime); IKController.LerpIKTarget(IK.LeftFoot, IKTarget.FromTransform(currentNodes[LEFT].leftFoot.transform), IKTarget.FromTransform(nextNode.leftFoot.transform), elapsedTime); } else { IK.LeftHand.Set(currentNodes[LEFT].leftHand); IK.LeftFoot.Set(currentNodes[LEFT].leftFoot); } //Root Rotaion - While moving Quaternion desiredRotation = Quaternion.Lerp( Quaternion.Lerp(currentNodes[LEFT].transform.rotation, currentNodes[RIGHT].transform.rotation, 0.5f), Quaternion.Lerp(currentNodes[(movePolarity + 1) % 2].transform.rotation, nextNode.transform.rotation, 0.5f), elapsedTime ); if (freehang) { desiredRotation = Quaternion.Euler(0, desiredRotation.eulerAngles.y, desiredRotation.eulerAngles.z); } rb.transform.rotation = desiredRotation; //Root Position - While moving rb.transform.position = Vector3.Lerp( (currentNodes[LEFT].PlayerPosition + currentNodes[RIGHT].PlayerPosition) / 2, (currentNodes[(movePolarity + 1) % 2].PlayerPosition + nextNode.PlayerPosition) / 2, elapsedTime); elapsedTime += Time.deltaTime * movementSpeed; yield return(null); } currentNodes[movePolarity] = nextNode; moving = false; }
void Start() { throwState = ThrowState.None; ikController = GetComponent <IKController>(); ikCatchController = GetComponent <IKCatchController>(); ikDeflectController = GetComponent <IKDeflectController>(); animator = GetComponent <Animator>(); }
void Start() { ikController = GetComponent <IKController>(); ikController.setIKActive(true, enabledIKGoals); ikController.setLookAt(rightHandBall); ikController.rightHandObj = rightHandBall; ikController.leftFootObj = leftFootBall; }
public virtual void Init(Player reference) { player = reference; Animator = GetComponent <Animator>(); RightHandIK = new IKController(Animator, AvatarIKGoal.RightHand); LeftHandIK = new IKController(Animator, AvatarIKGoal.LeftHand); }
protected override void Awake() { base.Awake(); IK = GetComponentInChildren <IKController>(); if (!IK) { Debug.Log("No IKController found For:" + this, this); enabled = false; } }
//初始化函数,设置玩家当前血量 void Start() { currentHealth = startHealth; anim = GetComponent <Animator> (); rigid = GetComponent <Rigidbody> (); capsuleCollider = GetComponent <CapsuleCollider> (); playerWeaponSwitcher = GetComponent <PlayerWeaponSwitcher> (); userIKController = GetComponent <IKController> (); }
protected void Initialize() { if (this.GetComponent <CharacterMecanim>() == null) { this.gameObject.AddComponent <CharacterMecanim>(); this.gameObject.AddComponent <IKController>(); } this.Character = this.GetComponent <CharacterMecanim>(); this.IK = this.GetComponent <IKController>(); }
public void UpdateArmDirection() { Vector3 MousePosWorld = Camera.main.ScreenToWorldPoint(Input.mousePosition); MousePosWorld.z = transform.position.z; Vector3 Dir = (MousePosWorld - transform.position).normalized; CurrentArmDirection = transform.position + (Dir * 10); IKController.SetHandTargetPositions(CurrentArmDirection, CurrentArmDirection); }
private int weaponNum = 0; //武器列表中的枪总数 void Start() { //获取玩家IK控制器 ikController = transform.GetComponent <IKController> (); //获取玩家当前枪的数量 weaponNum = weaponList.Length; //设置当前枪序号为0; currentIdx = 0; //让玩家使用下一把抢 changeNextWeapon(); }
public MoveState(PhaseController _player) : base(_player) { anim = player.GetComponent <Animator>(); rb = player.GetComponent <Rigidbody2D>(); iks = player.GetComponent <IKController>(); attr = player.attributes; touchManager = player.touchManager; joystick = player.joystick; Enter(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _controller = animator.gameObject.GetComponent <IKController>(); if (_controller == null) { return; } _controller.LookTarget = Camera.main.transform.position + Camera.main.transform.TransformDirection(Direction.normalized) * Distance; _controller.Weight = 1; _controller.BodyWeight = 1; _controller.HeadWeight = 1; }
void Start() { ikController = GetComponent <IKController>(); ikController.setIKActive(true, enabledIKGoals); ikCatchController = GetComponent <IKCatchController>(); ikCatchController.setActive(true); ikDeflectController = GetComponent <IKDeflectController>(); ikDeflectController.setActive(true); ikThrowController = GetComponent <IKThrowController>(); playerCameraController = GetComponent <PlayerCameraController>(); animator = GetComponent <Animator>(); }
// Use this for initialization void Awake() { RB = GetComponent<Rigidbody>(); MyAnimator = GetComponentInChildren<Animator>(); MyIKController = GetComponentInChildren<IKController>(); LookAt = transform.forward; GameObject target = Instantiate(TargetPrefab); TargetLine = target.GetComponentInChildren<LineRenderer>(); target.transform.position = transform.position + transform.forward * 10f; target.transform.rotation = transform.rotation; LookAtTarget = target.transform; IKController ikController = GetComponentInChildren<IKController>(); ikController.TargetObj = target.transform; SpriteRenderer sprite = GetComponentInChildren<SpriteRenderer>(); sprite.color = FindObjectOfType<GameController>().GetTeam1PrimaryColor(); }
public PlayerState(GameObject player) { if (!Player) { Player = player; } if (!rb) { rb = Player.GetComponent <Rigidbody>(); } if (!anim) { anim = Player.GetComponent <Animator>(); } if (!IK) { IK = Player.GetComponent <IKController>(); } }
public override void Enter() { anim = player.GetComponent <Animator>(); rbP = player.GetComponent <Rigidbody2D>(); anim.SetBool("hanging", true); iks = player.GetComponent <IKController>(); iks.leftArm.ik.gameObject.SetActive(true); iks.rightArm.ik.gameObject.SetActive(true); rbHang = player.actualHang.hangPoint.AddComponent <Rigidbody2D>(); rbHang.isKinematic = true; dj = player.actualHang.hangPoint.AddComponent <DistanceJoint2D>(); dj.connectedBody = rbP; dj.autoConfigureDistance = false; dj.maxDistanceOnly = true; dj.autoConfigureConnectedAnchor = false; dj.distance = 0.9f; }
public override bool Enter() { firstLoopWait = true; bigBox = actionObject.transform.parent.gameObject; iks = player.GetComponent <IKController>(); handArea = actionObject.GetComponent <SpriteRenderer>(); PhaseController pc = player.GetComponent <PhaseController>(); joystick = pc.joystick; attrs = pc.attributes; grounder = pc.grounder; rb = player.GetComponent <Rigidbody2D>(); bigBoxRb = bigBox.GetComponent <Rigidbody2D>(); anim = player.GetComponent <Animator>(); distanceFromBox = (player.transform.localScale.x > 0) ? -distanceFromBox : distanceFromBox; player.transform.position = new Vector3(actionObject.transform.position.x + distanceFromBox, player.transform.position.y, 0); iks.leftArm.ik.transform.gameObject.SetActive(true); iks.rightArm.ik.transform.gameObject.SetActive(true); anim.SetBool("pulling", true); CreateJoint(); return(true); }
// Use this for initialization void Start() { Init(); animator = GetComponent <Animator>(); rigidbody = GetComponent <Rigidbody>(); capsuleCollider = GetComponent <CapsuleCollider>(); photonView = GetComponent <PhotonView>(); ikController = GetComponent <IKController>(); if (!photonView.IsMine) { return; } photonView.RPC("UpdateHP", RpcTarget.Others, currentHP); if (PhotonNetwork.LocalPlayer.CustomProperties["Team"].Equals("redTeam")) { team = 1; } else { team = 2; } photonView.RPC("SetTeam", RpcTarget.Others, team); }
void Init(string equipedWeapon, int newShootingDamage, float newShootingRange, float newTimeBetweenShooting, float newRecoilForce) { shootingDamage = newShootingDamage; shootingRange = newShootingRange; timeBetweenShooting = newTimeBetweenShooting; recoilForce = newRecoilForce; IKController ikController = GetComponent <IKController> (); //根据玩家装备的枪械,实例化对应的枪械 foreach (KeyValuePair <string, Sprite> kvp in GameInfo.guns) { Transform newGunTransform = transform.Find(kvp.Key); if (newGunTransform.name == equipedWeapon) { newGunTransform.gameObject.SetActive(true); if (photonView.isMine) { newGunTransform.parent = Camera.main.transform; } //设置动画IK ikController.leftHandObj = newGunTransform.Find("LeftHandObj"); ikController.rightHandObj = newGunTransform.Find("RightHandObj"); ikController.lookObj = newGunTransform.Find("GunBarrelEnd"); gunTransform = newGunTransform; gunBarrelEnd = newGunTransform.Find("GunBarrelEnd"); shootingAudio = GameInfo.gunShootingAudios [equipedWeapon]; gunInitLocalPos = newGunTransform.localPosition; } else { newGunTransform.gameObject.SetActive(false); } } }
void Start() { mainCam = Camera.main; anim = GetComponent <Animator>(); ikc = GetComponent <IKController>(); }
void Start() { animator = GetComponent <Animator>(); ikController = GetComponent <IKController>(); ikController.setIKActive(false, enabledIKGoals); }
protected override void Awake() { base.Awake(); IK = GetComponent <IKController>(); }
void Start() { ik = GetComponent <IKController>(); }
void Start() { DateTime now=DateTime.UtcNow; playerId="subject-"+now.ToString("yyMMddHHmm"); initialPos=transform.position; grapDetector = GetComponent<GrapDetector> (); ikControl=GetComponent<IKController>(); grapDetector.onObjectEnter+=onObjectDetectEnter; grapDetector.onObjectLeave+=onObjectDetectLeave; select=GameObject.Find("SceneLogic").GetComponent<SelectController>(); kinectModelController = GetComponent<KinectModelControllerV2> (); playerAni=GetComponent<PlayerAnimation>(); bool isKinectInited= KinectSensor.IsInitialized; monoInput=GetComponent<MonoController>(); wiiInput=GetComponent<WiiController>(); if(controlType==ControlType.mono){ monoInput.enabled=true; wiiInput.enabled=false; grapDetector.target = corsor; main.depth=10; //qr.gameObject.SetActive(false); }if(controlType==ControlType.stereo){ // if(GameObject.Find ("SceneLogic").GetComponent<ClienTest>().isServer){ // monoInput.enabled=true; // wiiInput.enabled=false; // }else // { // monoInput.enabled=true; // wiiInput.enabled=true; // } grapDetector.target = hand; main.depth=-50; } }
// Use this for initialization void Start() { status = -3; nma = GetComponent<NavMeshAgent>(); ikc = GetComponent<IKController>(); }
public HumanoidState(Data playerData) : base(playerData) { IK = data.IK; }
private void Awake() { instance = this; }