public void PlaySlidingAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("Spiderman_Sliding"), dir, 1f, null, null, null); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType("dMarine_Idle"), UnitAnimType.GetUnitAnimType("dMarine_Walk"), 1f, 1f); }
public void PlayWebZipShootAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("Spiderman_ShootWebZip"), dir, 1f, null, null, null); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate); state = State.Waiting; waitTimer = waitTimeList[0]; lastMoveDir = defaultAimDirection; attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack"); }
public void PlayDodgeAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_Roll"), dir, 1.5f, null, null, null); }
public static V_Object CreateSkeletonPresetAnim(Vector3 position, Material material, UnitAnimType unitAnimType, Vector3 dir, float frameRateMod) { V_Object instancedObject = CreateSkeleton(position, material); V_UnitSkeleton.OnAnimComplete onAnimComplete = delegate(UnitAnim unitAnim) { instancedObject.DestroySelf(); }; instancedObject.GetLogic <V_UnitAnimation>().PlayAnimForced(unitAnimType, dir, frameRateMod, onAnimComplete, null, null); return(instancedObject); }
public static V_Object CreateSkeletonPresetAnim(Vector3 position, Material material, UnitAnimType unitAnimType, Vector3 dir, float frameRateMod, Vector3 rotatePrefabDir, Vector3 scalePrefab) { V_Object instancedObject = CreateSkeleton(position, material); V_UnitSkeleton.OnAnimComplete onAnimComplete = delegate(UnitAnim unitAnim) { instancedObject.DestroySelf(); }; instancedObject.GetLogic <V_UnitAnimation>().PlayAnimForced(unitAnimType, dir, frameRateMod, onAnimComplete, null, null); instancedObject.GetLogic <V_IObjectTransform>().SetEulerZ(GetAngleFromVector(rotatePrefabDir)); instancedObject.GetLogic <V_IObjectTransform>().SetScale(scalePrefab); return(instancedObject); }
public void SetAnimsSwordTwoHandedBack() { animatedWalker.SetAnimations(UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle"), UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk"), 1f, 1f); attackUnitAnim = UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Sword"); }
public void SetAnimsSwordShield() { animatedWalker.SetAnimations(UnitAnimType.GetUnitAnimType("dSwordShield_Idle"), UnitAnimType.GetUnitAnimType("dSwordShield_Walk"), 1f, 1f); attackUnitAnim = UnitAnimType.GetUnitAnimType("dSwordShield_Attack"); }
public void PlayDodgeAnimation(Vector3 dir) { unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dSwordShield_Roll"), dir, 1f, null, null, null); }
public void SetAnimsBareHands() { animatedWalker.SetAnimations(UnitAnimType.GetUnitAnimType("dBareHands_Idle"), UnitAnimType.GetUnitAnimType("dBareHands_Walk"), 1f, 1f); attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"); }
public void Setup(Character.Type characterType, BattleHandler.LanePosition lanePosition, Vector3 startingPosition, bool isPlayerTeam, Character.Stats stats) { this.characterType = characterType; this.lanePosition = lanePosition; this.startingPosition = startingPosition; this.isPlayerTeam = isPlayerTeam; this.stats = stats; hitUnitAnimType = GameAssets.UnitAnimTypeEnum.dBareHands_Hit; slideLeftUnitAnim = UnitAnim.GetUnitAnim("dBareHands_SlideLeft"); slideRightUnitAnim = UnitAnim.GetUnitAnim("dBareHands_SlideRight"); Vector3 healthWorldBarLocalPosition = new Vector3(0, 10); switch (characterType) { case Character.Type.Player: material.mainTexture = GameAssets.i.t_Player; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Idle, GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword; if (GameData.GetCharacter(Character.Type.Player).hasFtnDewArmor) { Texture2D newSpritesheetTexture = new Texture2D(material.mainTexture.width, material.mainTexture.height, TextureFormat.ARGB32, true); newSpritesheetTexture.SetPixels((material.mainTexture as Texture2D).GetPixels()); Color[] ftnDewArmorPixels = GameAssets.i.t_FtnDewArmor.GetPixels(0, 0, 512, 128); newSpritesheetTexture.SetPixels(0, 256, 512, 128, ftnDewArmorPixels); newSpritesheetTexture.Apply(); material.mainTexture = newSpritesheetTexture; } if (GameData.GetCharacter(Character.Type.Player).hasSwordThousandTruths) { Texture2D newSpritesheetTexture = new Texture2D(material.mainTexture.width, material.mainTexture.height, TextureFormat.ARGB32, true); newSpritesheetTexture.SetPixels((material.mainTexture as Texture2D).GetPixels()); Color[] swordThousandTruthsPixels = GameAssets.i.t_SwordThousandTruths.GetPixels(0, 0, 128, 128); newSpritesheetTexture.SetPixels(0, 128, 128, 128, swordThousandTruthsPixels); newSpritesheetTexture.Apply(); material.mainTexture = newSpritesheetTexture; } break; case Character.Type.Tank: material.mainTexture = GameAssets.i.t_Tank; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dSwordShield_Idle, GameAssets.UnitAnimTypeEnum.dSwordShield_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dSwordShield_Attack; transform.localScale = Vector3.one * 1.2f; break; case Character.Type.Healer: material.mainTexture = GameAssets.i.t_Healer; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dDualDagger_Idle, GameAssets.UnitAnimTypeEnum.dDualDagger_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dDualDagger_Attack; transform.localScale = Vector3.one * 1.0f; break; case Character.Type.EvilMonster: case Character.Type.EvilMonster_2: case Character.Type.EvilMonster_3: material.mainTexture = GameAssets.i.t_EvilMonster; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dBareHands_Idle, GameAssets.UnitAnimTypeEnum.dBareHands_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dBareHands_Punch; transform.localScale = Vector3.one * 1.8f; healthWorldBarLocalPosition.y = 9.5f; break; case Character.Type.Enemy_MinionOrange: material.mainTexture = GameAssets.i.t_EnemyMinionOrange; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dMinion_Idle, GameAssets.UnitAnimTypeEnum.dMinion_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dMinion_Attack; break; case Character.Type.Enemy_MinionRed: material.mainTexture = GameAssets.i.t_EnemyMinionRed; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dMinion_Idle, GameAssets.UnitAnimTypeEnum.dMinion_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dMinion_Attack; break; case Character.Type.Enemy_Ogre: material.mainTexture = GameAssets.i.t_Ogre; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dOgre_Idle, GameAssets.UnitAnimTypeEnum.dOgre_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dOgre_Attack; hitUnitAnimType = UnitAnimType.GetUnitAnimType("dOgre_Hit"); slideLeftUnitAnim = UnitAnim.GetUnitAnim("dOgre_SlideLeft"); slideRightUnitAnim = UnitAnim.GetUnitAnim("dOgre_SlideRight"); healthWorldBarLocalPosition.y = 12; break; case Character.Type.Enemy_Zombie: material.mainTexture = GameAssets.i.t_Zombie; playerBase.GetAnimatedWalker().SetAnimations(GameAssets.UnitAnimTypeEnum.dZombie_Idle, GameAssets.UnitAnimTypeEnum.dZombie_Walk, 1f, 1f); attackUnitAnimType = GameAssets.UnitAnimTypeEnum.dZombie_Attack; break; } transform.Find("Body").GetComponent <MeshRenderer>().material = material; healthSystem = new HealthSystem(stats.healthMax); healthSystem.SetHealthAmount(stats.health); healthWorldBar = new World_Bar(transform, healthWorldBarLocalPosition, new Vector3(12 * (stats.healthMax / 100f), 1.6f), Color.grey, Color.red, healthSystem.GetHealthPercent(), UnityEngine.Random.Range(1000, 2000), new World_Bar.Outline { color = Color.black, size = .6f }); healthSystem.OnHealthChanged += HealthSystem_OnHealthChanged; healthSystem.OnDead += HealthSystem_OnDead; PlayIdleAnim(); }
private void Start() { Transform bodyTransform = transform.Find("Body"); unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh); unitAnimation = new V_UnitAnimation(unitSkeleton); animatedWalker = new AnimatedWalker(unitAnimation, UnitAnimType.GetUnitAnimType(idleAnimation), UnitAnimType.GetUnitAnimType(walkAnimation), idleFrameRate, walkFrameRate); state = State.Waiting; waitTimer = waitTimeList[0]; lastMoveDir = aimDirection; attackUnitAnim = UnitAnimType.GetUnitAnimType("dMarine_Attack"); fieldOfView = Instantiate(pfFieldOfView, null).GetComponent <FieldOfView>(); fieldOfView.SetFoV(fov); fieldOfView.SetViewDistance(viewDistance); }
public V_UnitSkeleton_Composite_Walker(V_Object parentObject, V_UnitSkeleton unitSkeleton, UnitAnimType walkAnimType, UnitAnimType idleAnimType, string[] replaceBodyPartArray) { this.parentObject = parentObject; //this.objectWalker = objectWalker; this.unitSkeleton = unitSkeleton; this.walkAnimType = walkAnimType; this.idleAnimType = idleAnimType; this.replaceBodyPartArray = replaceBodyPartArray; }
public void Setup(Character character) { this.character = character; transform.position = character.position; healthSystem = new HealthSystem(character.stats.healthMax); healthSystem.SetHealthAmount(character.stats.health); healthWorldBar = new World_Bar(transform, new Vector3(0, 10), new Vector3(15, 2), Color.grey, Color.red, healthSystem.GetHealthPercent(), UnityEngine.Random.Range(10000, 11000), new World_Bar.Outline { color = Color.black, size = .6f }); healthSystem.OnHealthChanged += HealthSystem_OnHealthChanged; RefreshHealthBar(); RefreshTexture(); playerBase.GetAnimatedWalker().SetAnimations(UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Idle"), UnitAnimType.GetUnitAnimType("dSwordTwoHandedBack_Walk"), 1f, .7f); OvermapHandler.GetInstance().OnOvermapStopped += NPCOvermap_OnOvermapStopped; }
public void SetIdleWalkAnims(UnitAnimType idleUnitAnim, UnitAnimType walkUnitAnim) { animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, 1f); }