private void Awake() { H_Hook = GetComponent <WeaponHook>(); States = GetComponent <StateManager>(); States.Init(); CamManager = CameraManager.Singleton; CamManager.Init(States); SubToEvent(); }
public void Init(Weapon _weapon, Transform _holder) { GameObject tmp_weaponGO = Object.Instantiate(_weapon.prefab); weaponHook = tmp_weaponGO.GetComponent <WeaponHook>(); tmp_weaponGO.transform.SetParent(_holder); tmp_weaponGO.transform.localPosition = Vector3.zero; tmp_weaponGO.transform.localRotation = Quaternion.identity; }
void Start() { PutWeaponInHand(); SetRuntimeAnimatorController(); SetHealthPoints(); hitPoint = GetComponentInChildren <HitPoint>(); weaponDamageCollider = GetComponentInChildren <WeaponHook>(); anim = GetComponent <Animator>(); audioSource = GetComponent <AudioSource>(); }
public void LoadCurrentWeapon(WeaponHook hook, Transform pivot, Transform rhTarget) { currentWeapon = hook; if (aimPivot != null) { Destroy(aimPivot.gameObject); } aimPivot = pivot; rh_target = rhTarget; }
void Start() { player = FindObjectOfType <Player>(); aICharacterControl = GetComponent <AICharacterControl>(); targetMark = GetComponentInChildren <TargetMarker>(); rend = targetMark.GetComponentInChildren <Renderer>(); weaponDamageCollider = GetComponentInChildren <WeaponHook>(); anim = GetComponent <Animator>(); enemyUI = GetComponentInChildren <EnemyUI>(); currentHealthPoints = maxHealthPoints; timeSinceLastHit = immuneAfterHitDelay; }
private void Start() { states = GetComponent <StateManager>(); states.aiManager = this; agent = GetComponentInChildren <NavMeshAgent>(); if (currentActionsHolder != null) { AIAction hightest = currentActionsHolder.FindHighestScoreAction(this); currentAction = hightest; } weaponHook = GetComponentInChildren <WeaponHook>(); if (weaponHook != null) { weaponHook.Init(); } }
public void LoadWeapon(Weapon targetWeapon) { GameObject go = Instantiate(targetWeapon.modelPrefab) as GameObject; Transform rh = anim.GetBoneTransform(HumanBodyBones.RightHand); go.transform.parent = rh; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; WeaponHook hook = go.GetComponent <WeaponHook>(); hook.Init(targetWeapon); currentWeaponHook = hook; GameObject aimPivot = Instantiate(targetWeapon.aimPivotPrefab) as GameObject; Transform rh_ik = aimPivot.transform.GetChild(0); aimPivot.transform.parent = this.transform; animatorHook.LoadCurrentWeapon(currentWeaponHook, aimPivot.transform, rh_ik); }