public void Start() { this.animator = this.GetComponentInChildren <Animator>(); this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>(); this.attack_collider.player = this; this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent <AnimatedTextureExtendedUV>(); this.kiseki_left.StopPlay(); this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent <AnimatedTextureExtendedUV>(); this.kiseki_right.StopPlay(); this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent <ParticleSystem>(); this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent <ParticleSystem>(); this.run_speed = 0.0f; this.next_step = STEP.RUN; this.attack_voice_audio = this.gameObject.AddComponent <AudioSource>(); this.sword_audio = this.gameObject.AddComponent <AudioSource>(); this.miss_audio = this.gameObject.AddComponent <AudioSource>(); this.run_audio = this.gameObject.AddComponent <AudioSource>(); this.run_audio.clip = this.runSound; this.run_audio.loop = true; this.run_audio.Play(); }
private void SwordFXControl() { if (attackTimer > 0.0f) { if (animator.GetCurrentAnimatorClipInfoCount(0) == 0) { return; } var clipInfo = animator.GetCurrentAnimatorClipInfo(0)[0]; var clip = clipInfo.clip; var stateInfo = animator.GetCurrentAnimatorStateInfo(0); AnimatedTextureExtendedUV animation = null; switch (attackMotion) { default: case AttackMotion.Right: animation = attackLeftTail; break; case AttackMotion.Left: animation = attackRightTail; break; } float startFrame = 2.5f; float startTime = startFrame / clip.frameRate; float currentTime = stateInfo.normalizedTime * stateInfo.length; if (currentTime >= startTime) { animation.Play(currentTime - startTime); } } }
//----------------------------------------------------------------// // Use this for initialization void Start() { //Vector3 new_velocity = this.GetComponent<Rigidbody>().velocity; //查找用于攻击判定的碰撞器 this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>(); //设置用于攻击判定的碰撞器的玩家实例 this.attack_collider.player = this; //剑的轨迹特效 this.kisski_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent <AnimatedTextureExtendedUV>(); this.kisski_left.stopPlay(); this.kisski_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent <AnimatedTextureExtendedUV>(); this.kisski_right.stopPlay(); //击中时的特效 this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent <ParticleSystem>(); this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent <ParticleSystem>(); // this.run_speed = 0.0f; this.next_step = Step.Run; this.attack_voice_audio = this.gameObject.AddComponent <AudioSource>(); this.sword_audio = this.gameObject.AddComponent <AudioSource>(); this.miss_audio = this.gameObject.AddComponent <AudioSource>(); this.run_audio = this.gameObject.AddComponent <AudioSource>(); this.run_audio.clip = this.runSound; this.run_audio.loop = true; this.run_audio.Play(); }
// -------------------------------------------------------------------------------- // void Start() { // 攻撃判定用コライダーを探しておく. this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent <AttackColliderControl>(); // 攻撃判定用コライダーにプレイヤーのインスタンスをセットしておく. this.attack_collider.player = this; // 剣の軌跡エフェクト. this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent <AnimatedTextureExtendedUV>(); this.kiseki_left.stopPlay(); this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent <AnimatedTextureExtendedUV>(); this.kiseki_right.stopPlay(); // ヒットエフェクト. this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent <ParticleSystem>(); this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent <ParticleSystem>(); // this.run_speed = 0.0f; this.next_step = STEP.RUN; this.attack_voice_audio = this.gameObject.AddComponent <AudioSource>(); this.sword_audio = this.gameObject.AddComponent <AudioSource>(); this.miss_audio = this.gameObject.AddComponent <AudioSource>(); this.run_audio = this.gameObject.AddComponent <AudioSource>(); this.run_audio.clip = this.runSound; this.run_audio.loop = true; this.run_audio.Play(); }
// Use this for initialization void Start() { animateTexture = GetComponent <AnimatedTextureExtendedUV>(); monsterFeet = GetComponent <MonsterFeet>(); }
// Use this for initialization void Start() { animateTexture = gameObject.GetComponent <AnimatedTextureExtendedUV>(); }
// -------------------------------------------------------------------------------- // void Start() { // 攻撃判定用コライダーを探しておく. this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent<AttackColliderControl>(); // 攻撃判定用コライダーにプレイヤーのインスタンスをセットしておく. this.attack_collider.player = this; // 剣の軌跡エフェクト. this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent<AnimatedTextureExtendedUV>(); this.kiseki_left.stopPlay(); this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent<AnimatedTextureExtendedUV>(); this.kiseki_right.stopPlay(); // ヒットエフェクト. this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent<ParticleSystem>(); this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent<ParticleSystem>(); // this.run_speed = 0.0f; this.next_step = STEP.RUN; this.attack_voice_audio = this.gameObject.AddComponent<AudioSource>(); this.sword_audio = this.gameObject.AddComponent<AudioSource>(); this.miss_audio = this.gameObject.AddComponent<AudioSource>(); this.run_audio = this.gameObject.AddComponent<AudioSource>(); this.run_audio.clip = this.runSound; this.run_audio.loop = true; this.run_audio.Play(); }
void Awake() { spriteSheet = GetComponent <AnimatedTextureExtendedUV>(); }
public override void EnteringState() { Owner.Animator.CurrentAnimation = Animations.P_Hurt; animation = Owner.GetComponent <AnimatedTextureExtendedUV>(); animation.Blink = true; }
// Use this for initialization void Start() { animateTexture = GetComponent<AnimatedTextureExtendedUV>(); monsterFeet = GetComponent<MonsterFeet>(); }