/// <summary> /// Initializes the default values. /// </summary> private void Start() { m_Transform = transform; m_CharacterLocomotion = GetComponent <UltimateCharacterLocomotion>(); m_AgentMovement = m_CharacterLocomotion.GetAbility <AgentMovement>(); m_UseAbility = m_CharacterLocomotion.GetAbility <Use>(); m_LocalLookSource = GetComponent <LocalLookSource>(); m_AgentMovement.Enabled = false; enabled = false; }
/// <summary> /// The ability has started. /// </summary> protected override void AbilityStarted() { base.AbilityStarted(); // The opponent should play an animation which responds to the counter attack. var opponentResponseAbility = m_OpponentLocomotion.GetAbility <MeleeCounterAttackResponse>(); if (opponentResponseAbility == null) { return; } var substateIndex = -1; for (int i = 0; i < m_Inventory.SlotCount; ++i) { substateIndex = GetItemSubstateIndex(i); if (substateIndex != -1) { break; } } if (substateIndex != -1) { opponentResponseAbility.StartResponse(substateIndex); } }
/// <summary> /// Removes the specified ability from the ability array. /// </summary> /// <param name="characterLocomotion">The character to remove the ability from.</param> public static void RemoveAbility <T>(UltimateCharacterLocomotion characterLocomotion) where T : Ability { var ability = characterLocomotion.GetAbility <T>(); if (ability != null) { RemoveAbility(characterLocomotion, ability); } }
/// <summary> /// Activates the specified demo zone. /// </summary> /// <param name="demoZone">The demo zone to active.</param> /// <param name="teleport">Should the character be teleported to the demo zone?</param> private void ActiveDemoZone(DemoZone demoZone, bool teleport) { // The ride ability should be force stopped. var ride = m_CharacterLocomotion.GetAbility <UltimateCharacterController.Character.Abilities.Ride>(); if (ride != null && ride.IsActive) { m_CharacterLocomotion.TryStopAbility(ride, true); } if (m_ActiveZoneIndices.Count == 0 || m_ActiveZoneIndices[m_ActiveZoneIndices.Count - 1] != demoZone.Index) { m_ActiveZoneIndices.Add(demoZone.Index); } m_LastZoneIndex = demoZone.Index; ShowText(demoZone.Header, demoZone.Description, demoZone.Action); if (m_PreviousZoneArrow != null) { m_PreviousZoneArrow.SetActive(demoZone.Index != 0); } if (m_NextZoneArrow != null) { m_NextZoneArrow.SetActive(demoZone.Index != m_DemoZones.Length - 1); } m_EnterFrame = Time.frameCount; for (int i = 0; i < demoZone.EnableObjects.Length; ++i) { demoZone.EnableObjects[i].enabled = true; } for (int i = 0; i < demoZone.ToggleObjects.Length; ++i) { demoZone.ToggleObjects[i].SetActive(true); } // When the character reaches the outside section all doors should be unlocked. if (!m_AddOnDemoManager && !m_FullAccess && demoZone.Index >= m_DemoZones.Length - 6) { for (int i = 0; i < m_Doors.Count; ++i) { m_Doors[i].CloseOnTriggerExit = false; m_Doors[i].OpenClose(true, true, false); } m_FullAccess = true; } if (teleport) { var position = Vector3.zero; var rotation = Quaternion.identity; SpawnPointManager.GetPlacement(m_Character, demoZone.Index, ref position, ref rotation); m_CharacterLocomotion.SetPositionAndRotation(position, rotation, true); } // Set the group after the state so the default state doesn't override the grouping value. m_CharacterRespawner.Grouping = demoZone.Index; }
/// <summary> /// Initializes the MovementType. /// </summary> /// <param name="characterLocomotion">The reference to the character locomotion component.</param> public override void Initialize(UltimateCharacterLocomotion characterLocomotion) { base.Initialize(characterLocomotion); m_PlayerInput = characterLocomotion.gameObject.GetCachedComponent <PlayerInput>(); m_LayerManager = characterLocomotion.gameObject.GetCachedComponent <CharacterLayerManager>(); m_PathfindingMovement = characterLocomotion.GetAbility <PathfindingMovement>(); if (m_PathfindingMovement == null) { Debug.LogError("Error: The Point Click Movement Type requires a PathfindingMovement ability."); return; } if (m_CharacterLocomotion.MoveTowardsAbility == null) { Debug.LogError("Error: The Point Click Movement Type requires the MoveTowards ability."); return; } m_SpeedChange = characterLocomotion.GetAbility <SpeedChange>(); m_MinPointClickDistanceSqr = m_MinPointClickDistance * m_MinPointClickDistance; }