private void Awake() { playerBehaviour = this; playerAnimator = GetComponent <Animator>(); playerAudioSource = GetComponent <AudioSource>(); GroudedCollider = GetComponent <CapsuleCollider>(); animationHash = GetComponent <AnimationHash>(); playerRigidbody = GetComponent <Rigidbody>(); particleManager = GetComponent <ParticleManager>(); attackSystem = GetComponent <AttackSystem>(); gravity = GetComponent <Gravity>(); damageCollider = GetComponent <CapsuleCollider>(); objectPoolManager = GetComponent <ObjectPoolManager>(); getHitComponent = GetComponent <GetHitComponent>(); PlayerShader.enabled = false; gameStageData = GameFacade.GetInstance().gameStageData; playerController = GameFacade.GetInstance().playerController; playerParameter = gameStageData.CurPlayerStageData.playerData.playerParameter; playerData = gameStageData.CurPlayerStageData.playerData; floorMask = LayerMask.GetMask("Floor"); playerState = PlayerState.Move; ForceMove = false; canfall = true; canTriggerFallingCoroutine = true; CreateWeapon(); }
private void Awake() { CreateAttackCollection(); animator = GetComponent <Animator>(); animationHash = GetComponent <AnimationHash>(); gravity = GetComponent <Gravity>(); }
// 消息函数 public override void Init(ActorManager am) { base.Init(am); // 变量初始化 HumanoidParts temp = new HumanoidParts(am.puppet); temp.aimPart = humanoidParts.aimPart; temp.rigidRoot = humanoidParts.rigidRoot; humanoidParts = temp; animationHash = new AnimationHash(animator); actorBehaviours = new PlayerBehaviours(this, new FBIKChain[] { fullBodyBipedIK.solver.rightArmChain }, new IKEffector[] { fullBodyBipedIK.solver.rightHandEffector }); // 事件的绑定: MessageManager.AddListener("OnStabIn", OnStabIn, transform); }