public override void Init() { movementController = GetComponent <PlayerMovementController>(); actionController = GetComponent <PlayerActionController>(); rotationController = GetComponent <PlayerRotationController>(); animationController = GetComponent <PlayerAnimationController>(); inventoryController = GetComponent <PlayerInventoryController>(); weaponController = GetComponent <PlayerWeaponController>(); healthController = GetComponent <HealthController>(); reloadController = GetComponent <PlayerReloadController>(); interactionController = GetComponent <InteractionSearcherController>(); executionController = GetComponent <PlayerExecutionController>(); limbsController = GetComponentInChildren <LimbsController>(); hitboxController = GetComponentInChildren <HitboxController>(); abilityController = GetComponent <AbilityController>(); tickPlayer.value = true; movementController.Init(); actionController.Init(); rotationController.Init(); animationController.Init(); weaponController.Init(); inventoryController.Init(); healthController.Init(); reloadController.Init(); interactionController.Init(); executionController.Init(); limbsController.Init(); hitboxController.Init(); abilityController.Init(); }
public override void Init() { base.Init(); aiController = GetComponent <AIController>(); movementController = GetComponent <AIMovementController>(); animController = GetComponent <AnimationController>(); inventoryController = GetComponent <AIInventoryController>(); hitboxController = GetComponentInChildren <HitboxController>(); limbsController = GetComponentInChildren <LimbsController>(); knockdownController = GetComponent <AIKnockDownController>(); aiManager = aiController.aiManager; }
public override void Init() { movementController = GetComponent <AIMovementController>(); animController = GetComponent <AnimationController>(); inventoryController = GetComponent <AIInventoryController>(); hitboxController = GetComponentInChildren <HitboxController>(); limbsController = GetComponentInChildren <LimbsController>(); troopController = GetComponent <AITroopController>(); healthController = GetComponent <HealthControllerAI>(); stateController = GetComponent <AIStateController>(); knockDownNotificationCollider.enabled = false; }
public override void Init() { base.Init(); animController = GetComponent <PlayerAnimationController>(); playerController = GetComponent <PlayerController>(); hitboxController = GetComponentInChildren <HitboxController>(); limbsController = GetComponentInChildren <LimbsController>(); inventoryController = GetComponent <PlayerInventoryController>(); if (unlimitedHealth.value) { currentHealth = 9999999; } }
public override void Init() { aiManager = FindObjectOfType <AIManager>(); limbsController = GetComponentInChildren <LimbsController>(); animHook = GetComponentInChildren <AnimatorHookAI>(); if (animHook == null) { animHook = GetComponentInChildren <Animator>().gameObject.AddComponent <AnimatorHookAI>(); } hitboxController = GetComponentInChildren <HitboxController>(); aiTroopController = GetComponent <AITroopController>(); animController = GetComponent <AnimationController>(); movementController = GetComponent <AIMovementController>(); inventoryController = GetComponent <AIInventoryController>(); healthController = GetComponent <HealthController>(); searchController = GetComponent <AISearchAlertController>(); aiAlertController = GetComponent <AIAlertController>(); fieldOfViewController = GetComponentInChildren <FieldOfViewController>(); notificationHandler = GetComponentInChildren <AINotificationHandler>(); aiStateController = GetComponent <AIStateController>(); UpdateTransformLayer(); //Assign Correct Layer to Game Object //Init Assigned Components limbsController.Init(); hitboxController.Init(); aiTroopController.Init(); animController.Init(); animHook.Init(); movementController.Init(); inventoryController.Init(); healthController.Init(); searchController.Init(); aiAlertController.Init(); fieldOfViewController.Init(); aiStateController.Init(); notificationHandler.Init(); }
public CharaConfiguration(Configuration config, Rigidbody body_root, List<GameObject[]> body_list, List<GameObject[]> limbs_list, bool debug = false) { _config = config; root = body_root; _body_list = body_list; _limbs_list = limbs_list; _debug = debug; controllers = new List<CharaController>(); foreach (GameObject[] limbs in _limbs_list) { LimbsController limbs_ctrl = new LimbsController(this, _config, limbs, _debug); controllers.Add(limbs_ctrl); } foreach(GameObject[] body in body_list) { CharaController body_ctrl = new CharaController(this, _config, body, _debug); controllers.Add(body_ctrl); } }
public virtual void EnableRagdoll() { LimbsController limbController = GetComponentInParent <LimbsController>(); limbController.EnableEntireRagdoll(); }