public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { CharacterControl control = CharacterManager.Instance.GetCharacter(animator); Vector3 endPos = control.lc.GrabbedLedge.transform.position + control.lc.GrabbedLedge.EndPosition; control.transform.position = endPos; control.SkinnedMeshAnimator.transform.position = endPos; control.SkinnedMeshAnimator.transform.parent = control.transform; control.RIGID_BODY.velocity = Vector3.zero; control.GetComponent <BoxCollider>().enabled = true; }
private void ToggleBoxCol(CharacterControl control) { //control.RIGID_BODY.velocity = Vector3.zero; //control.RIGID_BODY.useGravity = On; control.GetComponent <BoxCollider>().enabled = false; if (RepositionSpheres) { control.colS.Reposition_BottomSpheres(); control.colS.Reposition_FrontSpheres(); } }
private void TakeDamage(AttackInfo info) { if (info.MustCollide) { CameraManager.Instance.ShakeCamera(0.2f); } Debug.Log(info.Attacker.gameObject.name + " hits: " + this.gameObject.name); Debug.Log(this.gameObject.name + " hit in " + DamagedPart.ToString()); //control.SkinnedMeshAnimator.runtimeAnimatorController = info.AttackAbility.GetDeathAnimator(); control.SkinnedMeshAnimator.runtimeAnimatorController = DeathAnimationManager.Instance.GetAnimator(DamagedPart, info); info.CurrentHits++; control.GetComponent <BoxCollider>().enabled = false; control.RIGID_BODY.useGravity = false; }