public override void Attack(int charge) { if (AnimationController == null) { AnimationController = Player.GetComponent <PlayerAnimationController>(); AnimationController.BBatAnim = this.GetComponent <Animator>(); } AnimationController.PlayBBatAnimation(); RaycastHit2D[] hits = Physics2D.RaycastAll(Player.transform.position, firePoint.right, attackRange, PlayerLayer); foreach (RaycastHit2D hit in hits) { PlayerHealth enemy = hit.transform.GetComponent <PlayerHealth>(); if (enemy && enemy.gameObject != Player.gameObject) { enemy.CmdTakeDamage(damagePower, Player.gameObject); Vector3 direction = (firePoint.right + Vector3.up) * FlingIntensity; enemy.gameObject.GetComponent <PlayerManager>().CmdSetVelocity(direction.x, direction.y); } } }
void Start() { PlayerNetWorkData data = GameGlobalData.playerList[GameGlobalData.fd]; float posx = data.initPosition.x; float posy = data.initPosition.y; int row = (int)Mathf.Abs(posy / GameConst.tileHeight); float posz = GameConst.staticLayers[row].position.z; transform.position = new Vector3(posx, posy, posz); behaviorCollector = GetComponent <PlayerBehaviourCollector>(); animatorController = GetComponent <PlayerAnimationController>(); //GameGlobalData.player = this; movement = GetComponent <PlayerMovement>(); movement.speed = data.speed; movement.maxSpeed = data.maxSpeed; bubbleCount = data.bubbleCount; maxBubbleCount = data.maxBubbleCount; power = data.power; maxPower = data.maxPower; boomTime = data.boomTime; bubbles = new List <Bubble>(); startAccept = false; colliderBox = GetComponent <PlayerColliderBox>(); //joystickDynamic = GameObject.Find("EasyTouchControlsCanvas/Joystick").GetComponent<ETCJoystick>(); //joystickStatic = GameObject.Find("EasyTouchControlsCanvas/Joystick2").GetComponent<ETCJoystick>(); }
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(); }
private void Awake() { idleState = new IdleState(this); moveState = new MoveState(this); attackState = new AttackState(this); castState = new CastState(this); fleeState = new FleeState(this); defendState = new DefendState(this); anim = GetComponent <Animator>(); walkSpeed = 1.0f; navMeshAgent = GetComponent <NavMeshAgent>(); navSpeedDefault = navMeshAgent.speed; eyes = transform.FindChild("Eyes"); sightCollider = GetComponent <SphereCollider>(); tm = GameObject.FindWithTag("TeamManager").GetComponent <TeamManager>(); ah = GameObject.FindWithTag("AbilityHelper").GetComponent <AbilityHelper>(); //this is a mess. These are "shared" variables between co-op ai and player script player = GetComponent <Player>(); animController = player.animController; abilities = player.abilities; attributes = player.attributes; watchedEnemies = player.watchedEnemies; visibleEnemies = player.visibleEnemies; }
IEnumerator Shoot() { CancelInvoke("ResetHitCombo"); isAttacking = true; PlayerAnimationController.SetBool("IsAttacking", true); weapon.sharedMesh = null; PlayerAnimationController.PlayAnimation("Shoot"); yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Shoot"].length * 0.6f / PlayerAnimationController.GetFloat("ShootSpeed"))); Projectile projectile = Instantiate(projectilePrefab, projectileOrigin.position, Quaternion.identity); projectile.gameObject.SetActive(true); yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Shoot"].length * 0.4f / PlayerAnimationController.GetFloat("ShootSpeed"))); weapon.sharedMesh = defaultMesh; hitCombo = (hitCombo + 1) % 3; if (hitCombo != 0) { Invoke("ResetHitCombo", hitComboResetDelay); } PlayerAnimationController.SetBool("IsAttacking", false); yield return(new WaitForSeconds(ProjectileCooldown)); isAttacking = false; }
void Awake() { _characterController = GetComponent <CharacterController>(); _inputController = GetComponent <IInputController>(); _ledgeSensor = GetComponent <LedgeSensor>(); _animationController = GetComponent <PlayerAnimationController>(); }
/// <summary> /// 動物の生成 /// </summary> void Generate() { for (int i = 0; i < laneArray.Length; ++i) { // 生成時間カウント laneArray[i].elapsedTime += Time.deltaTime; if (laneArray[i].elapsedTime > laneArray[i].nextGenerateTime) { int animalIndex = animalGenerateOrder[animalGeneratCurrentIndex]; GameObject animalObject = Instantiate(animalData[animalIndex].animalPrefab, laneArray[i].generatePos, Quaternion.Euler(new Vector3(0, 90, 0))); animalObject.transform.parent = transform; PlayerAnimationController playerAnimationController = animalObject.GetComponent <PlayerAnimationController>(); playerAnimationController.AnimationSwitch(PlayerAnimationController.AnimationType.Run); Animal animal = new Animal(animalObject, animalIndex); animalList.Add(animal); laneArray[i].elapsedTime = 0.0f; laneArray[i].nextGenerateTime = animalData[animalIndex].nextTime; if (animalGeneratCurrentIndex < animalGenerateOrder.Length - 1) { ++animalGeneratCurrentIndex; } else { AnimalGeneratRandom(); } } } }
private void Awake() { if (instance == null) { instance = this; } }
/// <summary> /// Initializes variables /// </summary> void Start() { animCon = GetComponent <PlayerAnimationController>(); sr = GetComponent <SpriteRenderer>(); invCon = GetComponent <InventoryController>(); colCon = GetComponent <CollisionController>(); }
public override void Init() { animController = GetComponent <PlayerAnimationController>(); attackInputAction = Resources.Load("Input Actions/Input Action Attack") as ScriptableInputBoolAction; attackInputHeldAction = Resources.Load("Input Actions/Input Action Attack Held") as ScriptableInputBoolAction; isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); movementVector = new Vector2(2f, 0); //movementVector.y *= 5; //gravity moveVec = new Vector2(0, 0); rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous; rb.interpolation = RigidbodyInterpolation2D.Extrapolate; energyLevel = 0; pAnim = GetComponent <PlayerAnimationController>(); col = GetComponents <BoxCollider2D>(); if (col[0].size.x > col[1].size.x) { topBox = col[0]; botBox = col[1]; } else { topBox = col[1]; botBox = col[0]; } collOffset = botBox.offset.y; }
private void Awake() { // get references playerController = GetComponent <PlayerController>(); animationController = GetComponent <PlayerAnimationController>(); playerRigidbody = GetComponent <Rigidbody2D>(); // Create FSM States statesDictionary.Add(PlayerFSMState.Idle, new PlayerState_Idle(this, PlayerFSMState.Idle)); statesDictionary.Add(PlayerFSMState.Running, new PlayerState_Running(this, PlayerFSMState.Running)); statesDictionary.Add(PlayerFSMState.Jumping, new PlayerState_Jumping(this, PlayerFSMState.Jumping)); statesDictionary.Add(PlayerFSMState.Crouched, new PlayerState_Crouched(this, PlayerFSMState.Crouched)); statesDictionary.Add(PlayerFSMState.Climbing, new PlayerState_Climbing(this, PlayerFSMState.Climbing)); statesDictionary.Add(PlayerFSMState.Hit, new PlayerState_Hit(this, PlayerFSMState.Hit)); statesDictionary.Add(PlayerFSMState.Died, new PlayerState_Died(this, PlayerFSMState.Died)); statesDictionary.Add(PlayerFSMState.FrogIdle, new PlayerState_FrogIdle(this, PlayerFSMState.FrogIdle)); statesDictionary.Add(PlayerFSMState.FrogRunning, new PlayerState_FrogRunning(this, PlayerFSMState.FrogRunning)); statesDictionary.Add(PlayerFSMState.FrogJumping, new PlayerState_FrogJumping(this, PlayerFSMState.FrogJumping)); // assign initial state currentPlayerState = statesDictionary[PlayerFSMState.Idle]; // save start y position of sprite object spriteObjectStartYPosition = spriteTransform.localPosition.y; }
public override void Init() { inventoryController = GetComponent <PlayerInventoryController>(); playerAnimController = GetComponent <PlayerAnimationController>(); isPlayerInAction.value = false; }
private void Awake() { m_Rigidbody = GetComponent <Rigidbody>(); ac = GetComponent <PlayerAnimationController>(); if (OnLandEvent == null) { OnLandEvent = new UnityEvent(); } if (OnPlayerWasShot == null) { OnPlayerWasShot = new UnityEvent(); } if (OnPlayerDied == null) { OnPlayerDied = new UnityEvent(); } if (OnBackActionTriggered == null) { OnBackActionTriggered = new UnityEvent(); } if (OnShowScoreboardActionTriggered == null) { OnShowScoreboardActionTriggered = new UnityEvent(); } if (OnCancelActionTriggered == null) { OnCancelActionTriggered = new UnityEvent(); } shootCoolDownCounter = shootCoolDown; }
//expected to be a turn end public void BasicAttackEnd() { selfanim = null; //model.transform.forward = direction; self.transform.forward = direction; model = null; }
/** * Resets the camera and player position the game configuration */ public void StartGame() { if (!startUp && !tutorialStarted) { if (PlayerPrefs.GetString("tutorialCompleted", "false") == "false") { EnableTutorial(); } } player.transform.rotation = Quaternion.Euler(0, 0, 0); _animController = player.GetComponent <PlayerAnimationController>(); UI.GetComponent <Canvas>().enabled = true; UI.GetComponent <ScoreCounter>().enabled = true; player.GetComponent <Rigidbody>().transform.position = new Vector3(0, 1.15f, 0); player.GetComponent <PlayerController>().enabled = true; _animController.StartGame(); camera.GetComponent <CameraFollowScript>().enabled = true; this.GetComponentInChildren <Canvas>().enabled = false; started = true; for (int i = 0; i < renderDistance; i++) { if (tutorialStarted) { chunkGenerator.GetComponent <ChunkGenerator>().generateChunk(new Vector3(90, 0, 0), Quaternion.Euler(0, 90, 0), true); } else { chunkGenerator.GetComponent <ChunkGenerator>().generateChunk(new Vector3(90, 0, 0), Quaternion.Euler(0, 90, 0), false); } } }
private void Awake() { controllerCount++; this.controllerId = controllerCount; rbody = GetComponent <Rigidbody2D>(); animationController = GetComponent <PlayerAnimationController>(); if (animationController != null) { animationController.AnimationEvent += AnimationController_AnimationEvent; } this.playerCharacter = GetComponent <Player>(); if (this.HUDPrefab != null) { this.HUD = Instantiate <HUD>(HUDPrefab); this.HUD.transform.parent = this.gameObject.transform; this.HUD.Controller = this; } if (this.HUD == null) { this.HUD = GetComponentInChildren <HUD>(); if (this.HUD) { this.HUD.Controller = this; } } if (this.PauseMenuPrefab != null) { this.pauseMenu = Instantiate(PauseMenuPrefab); this.pauseMenu.transform.parent = this.gameObject.transform; this.pauseMenu.Controller = this; this.pauseMenu.Hide(); } }
//expected to be a turn start for a "Neven"-like unit public void BasicAttackStart() { selfanim = self.transform.Find("Model").GetComponent <PlayerAnimationController>(); selfanim.myanim.SetTrigger("AttackKick2Trigger"); model = self.transform.Find("Model").gameObject; self.transform.Find("SlashKick").GetComponent <ParticleSystem>().Play(); }
//expected to be a turn end public void CastFireEnd() { selfanim = null; //model.transform.forward = direction; self.transform.forward = direction; model = null; }
void Start() { bubbleDelayTime = 0.2f; animatorController = GetComponent <PlayerAnimationController>(); PlayerNetWorkData data = GameGlobalData.playerList[fd]; float posx = data.initPosition.x; float posy = data.initPosition.y; int row = (int)Mathf.Abs(posy / GameConst.tileHeight); float posz = GameConst.staticLayers[row].position.z; transform.position = new Vector3(posx, posy, posz); GameGlobalData.robotList.Add(fd, this); movement = GetComponent <RobotMovement>(); movement.speed = data.speed; movement.maxSpeed = data.maxSpeed; movement.maxDistance = data.maxDistance; bubbleCount = data.bubbleCount; maxBubbleCount = data.maxBubbleCount; power = data.power; maxPower = data.maxPower; boomTime = data.boomTime; bubbles = new List <Bubble>(); colliderBox = GetComponent <PlayerColliderBox>(); preBubbleList = new List <BubbleData>(); }
private void Awake() { animationController = GetComponentInParent <PlayerAnimationController>(); mainCam = Camera.main; playerState.throwingObject = false; ResetState(); }
public override void OnStartLocalPlayer() { localPlayer = this; CmdSetPlayerID(Network.player.ipAddress); inventory = GetComponent <PlayerInventory> (); animationController = GetComponent <PlayerAnimationController> (); uiManager = GameObject.FindObjectOfType <UIManager> (); if (!uiManager) { Debug.LogException(new System.Exception("No UIManager object found in scene")); } playerMesh = transform.Find("Player Model/Mesh").gameObject; // Set mesh to "Local Player Mesh" layer, which is culled by player's camera playerMesh.layer = 8; // ...so the player doesn't see his own body playerHands = transform.Find("Camera/Player Hands").gameObject; playerHands.SetActive(true); foreach (Transform child in transform.Find("Player Model").GetComponentsInChildren <Transform>()) { if (child.tag == "Right Hand Third Person") { thirdPersonRightHand = child.gameObject; break; } } foreach (Transform child in thirdPersonRightHand.GetComponentsInChildren <Transform>()) { child.gameObject.layer = 8; } // Enable camera and controller components for just the local instance camera = GetComponentInChildren <Camera> (); camera.enabled = true; Debug.Log(camera); audioListener = GetComponentInChildren <AudioListener> (); audioListener.enabled = true; firstPersonController = GetComponent <CustomFirstPersonController> (); firstPersonController.enabled = true; uiManager.UpdateInventoryPanelsAfterSync(); uiManager.EnableCursorLock(); GameObject.FindObjectOfType <Canvas> ().worldCamera = camera; GameObject.FindObjectOfType <Canvas> ().planeDistance = 0.1f; DebugID(); }
// 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) { Debug.Log("Weapon despawn behaviour called"); PlayerAnimationController playerAnimationBehaviour = animator.transform.GetComponentInParent <PlayerAnimationController> (); // Search in parent in case the player is a child of a boat. playerAnimationBehaviour.GetComponent <PlayerAnimationController> ().SpawnItemThirdPerson(); // Note that GetComponentInParent starts on the current object so no worries. animator.ResetTrigger(PlayerAnimationController.PlayerAnimatorTriggerForceHolster); }
// Use this for initialization void Start() { leftoff = 20; rightoff = 20; downoff = 25; upoff = 15; animationController = GetComponent <PlayerAnimationController>(); }
void Awake() { TutorialController.PlayerBeh = this; GameInput.Instance.playerBeh = this; GameController.Instance.PlayerBeh = this; animController = GetComponentInChildren <PlayerAnimationController>(); rig2D = GetComponent <Rigidbody2D>(); }
public void Init(PlayerAnimationController animationController, Transform playerTras, int playerNmber, bool isLocalPlayer, bool isDead, System.Action <int, Vector3, float> moveCallback) { this.isLocalPlayer = isLocalPlayer; this.isDead = isDead; this.move.Init(animationController, playerTras, playerNmber, isDead, moveCallback); this.animationController = animationController; this.animationController.Init(playerNmber); }
// 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) { Debug.Log("Weapon despawn behaviour called"); PlayerAnimationController playerAnimationBehaviour = animator.transform.root.GetComponent <PlayerAnimationController> (); playerAnimationBehaviour.GetComponent <PlayerAnimationController> ().SpawnItemThirdPerson(); animator.ResetTrigger(PlayerAnimationController.PlayerAnimatorTriggerForceHolster); }
private void Start() { rb = GetComponent <Rigidbody>(); animationController = GetComponent <PlayerAnimationController>(); rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; origGroundCheckDistane = groundCheckDistance; }
private void Awake() { playerState.meleeing = false; lastMeleeAttackTime = 0f; coll = GetComponentInChildren <CapsuleCollider>(); animationController = GetComponentInParent <PlayerAnimationController>(); audMelee = GetComponent <AD_Melee>(); }
private void Start() { gameOverHeight = GameObject.Find("WaterHeightController").GetComponent <WaterHeightController>().GetMinHeight() - 10.0f; player = GameObject.FindGameObjectWithTag("Player"); endText = GameObject.Find("EndText").GetComponent <EndText>(); pc = GameObject.Find("PenguinController").GetComponent <PenguinController>(); pac = GameObject.Find("sirokuma").GetComponent <PlayerAnimationController>(); }
void Start() { controller = GetComponent<Controller2D>(); animator = GetComponent<PlayerAnimationController>(); playerCollider = GetComponent<BoxCollider2D>(); gravity = -1000; maxJumpVelocity = (Mathf.Abs(gravity) * (timeToJumpApex)) * ((Mathf.Pow(maxJumpHeight, -0.5221f)) * 0.1694f) * maxJumpHeight; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); //CalculatePhysics(); isAttacking = false; attackLaunched = false; isJumping = false; flinching = false; deathStanding = false; knockBack = false; climbingUpMovement = false; uninterupatble = false; callingActivateAbility = false; }
// Use this for initialization void Start () { myCharacterController = this.GetComponent<Prime31.CharacterController2D>(); myPlayerCharacter = this.GetComponent<PlayerCharacter>(); myAnimationController = this.GetComponent<PlayerAnimationController>(); myColliderController = this.GetComponent<PlayerColliderController>(); }
void Start() { playerWeaponController = GetComponent<PlayerWeaponController>(); playerAnimationController = GetComponent<PlayerAnimationController>(); characterMovementController = GetComponent<CharacterMovementController>(); }
void Start() { _controller = GetComponent<CharacterController>(); _animationController = GetComponent<PlayerAnimationController>(); }
// Use this for initialization void Start() { jumping = 0; grounded = false; body = GetComponent<Rigidbody>(); playerAnimationController = GetComponent<PlayerAnimationController>(); avaCol = GetComponent<AvatarCollision>(); avaCol.spriteRenderer = GetComponent<SpriteRenderer> (); jumpPressed = false; wallGlide = false; facing = 1; sound = GetComponent<AudioSource> (); }