void Start() { Anime = GetComponent <Animator_Controller>(); t = GetComponent <Timer>(); Magic1 = false; Magic2 = false; Magic3 = false; }
private void SetRefrences() { characterStats = this.GetComponentInParent <Character_Stats>(); anim = this.GetComponent <Animator>(); equipmentManager = this.GetComponentInParent <Equipment_Manager>(); equipmentManager.equipBodyArmour += SetCurrentArmour; equipmentManager.restartAnimationEvent += RestartAnimation; equipmentManager.equipWeapon += SetCurrentWeapon; //characterStats.amWalking += SetWalking; animCon = this.GetComponentInParent <Animator_Controller>(); animCon.callingAttack += Attack; }
void Start() { PlayerRigidbody = PlayerUnit.GetComponent <Rigidbody>(); Anime = GetComponent <Animator_Controller>(); PlayerRigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; //Cursor.visible = false;//隱藏滑鼠 //Cursor.lockState = CursorLockMode.Locked; walk = false; run = false; backward = false; rwalk = false; lwalk = false; jump = false; fly = false; }
using UnityEngine; using System.Collections; public class Animator_Controller : MonoBehaviour { // Public variables public static Animator_Controller instance; // Private variables Transform myTrans; Animator myAnim; Vector3 artScaleCache; // Use this for initialization void Start() { myTrans = this.transform; myAnim = this.gameObject.GetComponent<Animator>(); instance = this; artScaleCache = myTrans.localScale; } void FilpArt(float currentSpeed) { if((currentSpeed < 0 && artScaleCache.x > 0) || // Going left and facing right (currentSpeed > 0 && artScaleCache.x < 0)) // Going right and facing left { // Flip the art artScaleCache.x *= -1; myTrans.localScale = artScaleCache; } } // Update is called once per frame public void UpdateSpeed(float currentSpeed) { myAnim.SetFloat("speed", currentSpeed); FilpArt(currentSpeed); } public void UpdateIsGrounded(bool isGrounded) { myAnim.SetBool("isGrounded", isGrounded); } }