void Start() { input = FindObjectOfType <BaseInputModule>(); _selectable = GetComponent <Selectable>(); PortStein.SetActive(true); BackPort.SetActive(false); }
public void AddUIInputModule() { if (TInputSystemUIInputModule == null) { ExplorerCore.LogWarning("Unable to find UI Input Module Type, Input will not work!"); return; } var assetType = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionAsset"); m_newInputModule = RuntimeProvider.Instance.AddComponent <BaseInputModule>(UIManager.CanvasRoot, TInputSystemUIInputModule); var asset = RuntimeProvider.Instance.CreateScriptable(assetType); inputExtensions = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionSetupExtensions"); var addMap = inputExtensions.GetMethod("AddActionMap", new Type[] { assetType, typeof(string) }); var map = addMap.Invoke(null, new object[] { asset, "UI" }); CreateAction(map, "point", new[] { "<Mouse>/position" }, "point"); CreateAction(map, "click", new[] { "<Mouse>/leftButton" }, "leftClick"); CreateAction(map, "rightClick", new[] { "<Mouse>/rightButton" }, "rightClick"); CreateAction(map, "scrollWheel", new[] { "<Mouse>/scroll" }, "scrollWheel"); UI_Enable = map.GetType().GetMethod("Enable"); UI_Enable.Invoke(map, new object[0]); UI_ActionMap = map; }
void Release(BaseInputModule module) { rbody.useGravity = true; if (rbody) { rbody.isKinematic = false; Vector3 force = Vector3.zero; for (int i = 1; i < savedPositions.Count; i++) { Vector3 delta = savedPositions[i] - savedPositions[i - 1]; //Ignore spurious changes (sudden jumps caused by external scripts or states) if (delta.magnitude > 1f) { continue; } //force += delta; } transform.Translate(Vector3.down * 10f * Time.deltaTime, Space.World); rbody.AddForce(force, ForceMode.Impulse); //rbody.velocity = transform.forward * 10f; savedPositions.Clear(); } offset = Vector3.zero; grabbingModule = null; collider.isTrigger = false; rbody.useGravity = false; rbody.isKinematic = true; }
void Update() { if (raycaster != null) { groundMarker.gameObject.SetActive(teleporter.IsReady()); // If this object is still "hit" by the raycast source, update ground marker position and orientation raycastResult.Clear(); BaseInputModule bim = EventSystem.current.currentInputModule; if (bim is GazeInputModule) { raycastResult = ((GazeInputModule)bim).GetPointerData().pointerCurrentRaycast; } if (raycastResult.gameObject != null) { Transform hit = raycastResult.gameObject.transform; if ((hit.transform == this.transform) || (hit.parent == this.transform)) { float yaw = raycaster.transform.rotation.eulerAngles.y; groundMarker.position = raycastResult.worldPosition; groundMarker.localRotation = Quaternion.Euler(0, yaw, 0); } } } else { groundMarker.gameObject.SetActive(false); } }
private void ToggleHold(BaseInputModule module) { if (holdingModule) { //Release if (rbody) { //rbody.isKinematic = false; } holdingModule = null; //collider.isTrigger = false; if (OnToggleHold != null) { OnToggleHold(false); } } else { //Bind holdingModule = module; //collider.isTrigger = true; if (rbody) { //rbody.isKinematic = true; } if (OnToggleHold != null) { OnToggleHold(true); } } }
// Token: 0x06002D3F RID: 11583 RVA: 0x0013A7A8 File Offset: 0x001389A8 protected PlayerPointerEventData GetTouchPointerEventData(int playerId, int touchDeviceIndex, Touch input, out bool pressed, out bool released) { PlayerPointerEventData playerPointerEventData; bool pointerData = this.GetPointerData(playerId, touchDeviceIndex, input.fingerId, out playerPointerEventData, true, PointerEventType.Touch); playerPointerEventData.Reset(); pressed = (pointerData || input.phase == TouchPhase.Began); released = (input.phase == TouchPhase.Canceled || input.phase == TouchPhase.Ended); if (pointerData) { playerPointerEventData.position = input.position; } if (pressed) { playerPointerEventData.delta = Vector2.zero; } else { playerPointerEventData.delta = input.position - playerPointerEventData.position; } playerPointerEventData.position = input.position; playerPointerEventData.button = PointerEventData.InputButton.Left; base.eventSystem.RaycastAll(playerPointerEventData, this.m_RaycastResultCache); RaycastResult pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(this.m_RaycastResultCache); playerPointerEventData.pointerCurrentRaycast = pointerCurrentRaycast; this.m_RaycastResultCache.Clear(); return(playerPointerEventData); }
void Start() { input = FindObjectOfType <BaseInputModule>(); _selectable = GetComponent <Selectable>(); HauptPanel.SetActive(true); QuizPanel.SetActive(false); }
void Release(BaseInputModule module) { Debug.Log("Got Release" + gameObject.name); if (rbody) { rbody.isKinematic = false; Vector3 force = Vector3.zero; for (int i = 1; i < savedPositions.Count; i++) { Vector3 delta = savedPositions[i] - savedPositions[i - 1]; //Ignore spurious changes (sudden jumps caused by external scripts or states) if (delta.magnitude > 1f) { continue; } force += delta; } rbody.AddForce(force, ForceMode.Impulse); savedPositions.Clear(); } offset = Vector3.zero; grabbingModule = null; collider.isTrigger = false; }
protected virtual PointerEventData GetFalconEventData() { PointerEventData pointerEventData; bool pointerData = base.GetPointerData(-1, out pointerEventData, true); pointerEventData.Reset(); if (pointerData) { pointerEventData.position = GameObject.Find("CursorCamera").GetComponent <Camera>().WorldToScreenPoint(base.gameObject.transform.position); } Vector2 vector = GameObject.Find("CursorCamera").GetComponent <Camera>().WorldToScreenPoint(base.gameObject.transform.position); pointerEventData.delta = vector - pointerEventData.position; pointerEventData.position = vector; RaycastHit raycastHit; if (Physics.Raycast(Camera.main.ScreenPointToRay(vector), out raycastHit)) { pointerEventData.pointerCurrentRaycast = new RaycastResult { gameObject = raycastHit.transform.gameObject }; } ExecuteEvents.ExecuteHierarchy <IPointerDownHandler>(pointerEventData.pointerCurrentRaycast.gameObject, pointerEventData, ExecuteEvents.pointerDownHandler); base.eventSystem.RaycastAll(pointerEventData, this.m_RaycastResultCache); RaycastResult pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(this.m_RaycastResultCache); pointerEventData.pointerCurrentRaycast = pointerCurrentRaycast; pointerEventData.button = PointerEventData.InputButton.Left; this.m_RaycastResultCache.Clear(); return(pointerEventData); }
protected PlayerPointerEventData GetTouchPointerEventData( int playerId, int touchDeviceIndex, Touch input, out bool pressed, out bool released) { PlayerPointerEventData data; bool pointerData = this.GetPointerData(playerId, touchDeviceIndex, ((Touch) ref input).get_fingerId(), out data, true, PointerEventType.Touch); ((AbstractEventData)data).Reset(); pressed = pointerData || ((Touch) ref input).get_phase() == 0; released = ((Touch) ref input).get_phase() == 4 || ((Touch) ref input).get_phase() == 3; if (pointerData) { data.set_position(((Touch) ref input).get_position()); } if (pressed) { data.set_delta(Vector2.get_zero()); } else { data.set_delta(Vector2.op_Subtraction(((Touch) ref input).get_position(), data.get_position())); } data.set_position(((Touch) ref input).get_position()); data.set_button((PointerEventData.InputButton) 0); this.get_eventSystem().RaycastAll((PointerEventData)data, (List <RaycastResult>) this.m_RaycastResultCache); RaycastResult firstRaycast = BaseInputModule.FindFirstRaycast((List <RaycastResult>) this.m_RaycastResultCache); data.set_pointerCurrentRaycast(firstRaycast); ((List <RaycastResult>) this.m_RaycastResultCache).Clear(); return(data); }
private PointerEventData GetMousePointerEvent(int index) { int num = new int[3] { -1, -2, -3 }[index]; bool mouseButtonDown = Input.GetMouseButtonDown(num); PointerEventData pointerEventData; bool pointerData = this.GetPointerData(num, ref pointerEventData, true); ((AbstractEventData)pointerEventData).Reset(); if (pointerData) { pointerEventData.set_position(Vector2.op_Implicit(Input.get_mousePosition())); } Vector2 vector2 = Vector2.op_Implicit(Input.get_mousePosition()); pointerEventData.set_delta(Vector2.op_Subtraction(vector2, pointerEventData.get_position())); pointerEventData.set_position(vector2); pointerEventData.set_scrollDelta(Input.get_mouseScrollDelta()); ((BaseInputModule)this).get_eventSystem().RaycastAll(pointerEventData, (List <RaycastResult>)((BaseInputModule)this).m_RaycastResultCache); RaycastResult firstRaycast = BaseInputModule.FindFirstRaycast((List <RaycastResult>)((BaseInputModule)this).m_RaycastResultCache); pointerEventData.set_pointerCurrentRaycast(firstRaycast); if (mouseButtonDown) { pointerEventData.set_delta(Vector2.get_zero()); } return(pointerEventData); }
void Start() { //Anfang sollen Atome nicht angezeigt werden, Acitve = false, da erst nach start gedrückt wurde input = FindObjectOfType <BaseInputModule>(); _selectable = GetComponent <Selectable>(); atom1.SetActive(false); atom2.SetActive(false); }
//public GameObject componentNameM; //public GameObject componentNameR; //public GameObject componentNameS; //public GameObject componentNameF; //长按事件 //void OnFingerLongPress(int fingerIndex, Vector2 fingerPos){ // Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); // RaycastHit hitInfo; // if (Physics.Raycast (ray, out hitInfo)) { // string name = hitInfo.transform.name; // if (name.Contains ("[")) { // int startIndex = name.IndexOf ("["); // int endIndex = name.IndexOf ("]"); // string ww = name.Substring (startIndex+1,endIndex-startIndex-1); // ComponentWebGL.instance.Dic [ww].SetActive (false); // } // } //} //手指按下固定 void OnFingerTap(int fingerIndex, Vector2 fingerPos, int tapCount) { ////屏蔽UI层的点击 #if (IPHONE || ANDROID || WEBGL) if (BaseInputModule.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) #else if (EventSystem.current.IsPointerOverGameObject()) #endif { return; } // chejuCtrl.touch = true; string preSelectedObjectName = ""; string preSelectedObjectMatName = ""; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);//从摄像机发出到点击坐标的射线 RaycastHit hitInfo; //if (Physics.Raycast(ray, out hitInfo) && !chejuCtrl.ceJuMode && !UICamera.isOverUI) //{ // if (hitInfo.collider) // { // objname = hitInfo.transform.name; // if (scene == SceneNmae.Vr) // { // SelectName.text = objname; // } // //回复原对象的材质 // if (PreSelectedObject != null) // { // PreSelectedObject.GetComponentInChildren<MeshRenderer>().material = PreSelectedObjectMat; // preSelectedObjectName = PreSelectedObject.name; // preSelectedObjectMatName = PreSelectedObjectMat.name; // } // //远程同步 // //objname = "远程调用1"; // if (IsLocal == "0") // { // object[] para = new object[4]; // para[0] = hitInfo.transform.name; // para[1] = mSelectedMat.name; // para[2] = preSelectedObjectName; // para[3] = preSelectedObjectMatName; // } // PreSelectedObject = hitInfo.transform; // PreSelectedObjectMat = hitInfo.transform.GetComponentInChildren<MeshRenderer>().material; // selectedObj = hitInfo.transform; // //当选择某个对象时,要向显隐模块和进度模块传递数据 // jingDu.selectedObj = selectedObj; // xianYing.selectObj = selectedObj; // hitInfo.transform.GetComponentInChildren<MeshRenderer>().material = mSelectedMat; // } //} }
void Start() { //Panels werden defautlt auf false gesetzt, damit diese nicht angezeigt werden input = FindObjectOfType <BaseInputModule>(); _selectable = GetComponent <Selectable>(); dummyPanel1.SetActive(false); dummyPanel2.SetActive(false); AktiverPanel.SetActive(false); }
/// <summary> /// Check component by name /// </summary> /// <param name="_componentName"></param> private BaseInputModule CheckInputModule(BaseInputModule _module, Type _componentName) { if (_module == null) { var comp = (BaseInputModule)GameObject.Find("EventSystem").gameObject.GetComponent(_componentName); _module = comp != null ? comp : (BaseInputModule)this.gameObject.AddComponent(_componentName); } return(_module); }
private FixedJoint AddFixedJoint(BaseInputModule module) { FixedJoint fx = module.gameObject.AddComponent <FixedJoint>(); // fx.breakForce = 20000; // fx.breakTorque = 20000; fx.enablePreprocessing = false; return(fx); }
static void EnsureDelegate(EventSystem evSys) { if (registeredInputModule != evSys.currentInputModule) { var method = (evSys.currentInputModule as StandaloneInputModule).GetType().GetMethod("GetCurrentFocusedGameObject", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); GetCurrentFocusedGameObject = (System.Func <GameObject>)System.Delegate.CreateDelegate(typeof(System.Func <GameObject>), evSys.currentInputModule, method); registeredInputModule = evSys.currentInputModule; } }
// Token: 0x0600229E RID: 8862 RVA: 0x000A3CC8 File Offset: 0x000A1EC8 public bool InputModuleIsAllowed(BaseInputModule inputModule) { if (this.allowAllEventSystems) { return(true); } EventSystem eventSystem = this.eventSystem; return(eventSystem && inputModule == eventSystem.currentInputModule); }
void Start() { input = FindObjectOfType <BaseInputModule>(); _selectable = GetComponent <Selectable>(); MainPanel.SetActive(true); Weg1.SetActive(false); Weg2.SetActive(false); Weg3.SetActive(false); Weg4.SetActive(false); }
protected override void Start() { base.Start(); Input = this; mBaseInputModule = GetComponent <BaseInputModule>(); mBaseInputModule.inputOverride = this; mTuioInput = GetComponent <TuioInput>(); mMouseInput = GetComponent <MouseInput>(); mWMInput = GetComponent <WM_Input>(); }
static void Postfix(BaseInputModule __instance) { // triggered at every """menu transition""" if (__instance is VRInputModule) { // Will initialize m_fVanillaStockRumbleStrength once at startup // && will refresh m_fRumbleStrength at every "menu transition" => will catch actualized RumbleMod's strengthUI FasterScrollController.InitializeRumbleStrengthStuff(__instance as VRInputModule); // only effective once at startup } }
protected virtual PointerEventData GetAimerPointerEventData() { GetPointerData(-2, out var data, create: true); data.Reset(); data.position = new Vector2((float)Screen.width * 0.5f, (float)Screen.height * 0.5f) + aimerOffset; base.eventSystem.RaycastAll(data, m_RaycastResultCache); RaycastResult raycastResult2 = (data.pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(m_RaycastResultCache)); m_RaycastResultCache.Clear(); return(data); }
void Hold(BaseInputModule module) { this.transform.position = grabbingModule.transform.position + grabbingModule.transform.rotation * offset; this.transform.rotation = grabbingModule.transform.rotation * rotOffset; savedPositions.Add(transform.position); if (savedPositions.Count > savedPosCount) { savedPositions.RemoveAt(savedPosCount - 1); } }
/// <summary> /// マウスの入力状態を更新する /// </summary> void UpdateMouseState() { // 左ボタンのイベント情報 PointerEventData eventData1; bool created = _mouseState.GetEventData(ButtonId.Left, out eventData1); eventData1.Reset(); Vector2 mousePosition = this.input.mousePosition; if (created) { eventData1.position = this.input.mousePosition; } if (Cursor.lockState == CursorLockMode.Locked) { eventData1.delta = Vector2.zero; eventData1.position = new Vector2(-1f, -1f); } else { eventData1.delta = mousePosition - eventData1.position; eventData1.position = mousePosition; } eventData1.button = PointerEventData.InputButton.Left; eventData1.scrollDelta = base.input.mouseScrollDelta; base.eventSystem.RaycastAll(eventData1, base.m_RaycastResultCache); RaycastResult pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(base.m_RaycastResultCache); eventData1.pointerCurrentRaycast = pointerCurrentRaycast; base.m_RaycastResultCache.Clear(); // 右ボタンのイベント情報 PointerEventData eventData2; _mouseState.GetEventData(ButtonId.Right, out eventData2); CopyEventData(eventData1, eventData2); eventData2.button = PointerEventData.InputButton.Right; // 中ボタンのイベント情報 PointerEventData eventData3; _mouseState.GetEventData(ButtonId.Middle, out eventData3); CopyEventData(eventData1, eventData3); eventData3.button = PointerEventData.InputButton.Middle; // ボタンの状態をチェックし、イベント情報に反映 _mouseState.SetButtonState(ButtonId.Left, CheckMouseButtonState(0)); _mouseState.SetButtonState(ButtonId.Right, CheckMouseButtonState(1)); _mouseState.SetButtonState(ButtonId.Middle, CheckMouseButtonState(2)); }
/// <summary> /// Casts the ray from gaze. /// </summary> private void CastRayFromGaze() { if (this.pointerData == null) { this.pointerData = new PointerEventData(this.eventSystem); } this.pointerData.Reset(); this.pointerData.position = new Vector2(this.gazePoint.x * Screen.width, this.gazePoint.y * Screen.height); this.eventSystem.RaycastAll(this.pointerData, this.m_RaycastResultCache); this.pointerData.pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(this.m_RaycastResultCache); this.m_RaycastResultCache.Clear(); }
protected override PointerInputModule.MouseState GetMousePointerEventData(int id) { PointerEventData pointerEventData; var pointerData = GetPointerData(-1, out pointerEventData, true); pointerEventData.Reset(); if (pointerData) { pointerEventData.position = Input.mousePosition; } Vector2 vector = Input.mousePosition; if (Cursor.lockState == CursorLockMode.Locked) { pointerEventData.position = -Vector2.one; pointerEventData.delta = Vector2.zero; } else { pointerEventData.delta = vector - pointerEventData.position; pointerEventData.position = vector; } pointerEventData.scrollDelta = Input.mouseScrollDelta; pointerEventData.button = PointerEventData.InputButton.Left; base.eventSystem.RaycastAll(pointerEventData, m_RaycastResultCache); RaycastResult pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(m_RaycastResultCache); pointerEventData.pointerCurrentRaycast = pointerCurrentRaycast; m_RaycastResultCache.Clear(); _mouseState.SetButtonState(PointerEventData.InputButton.Left, PointerInputModule.StateForMouseButton(0), pointerEventData); if (_useRightMouseButton) { PointerEventData pointerEventData2; GetPointerData(-2, out pointerEventData2, true); CopyFromTo(pointerEventData, pointerEventData2); pointerEventData2.button = PointerEventData.InputButton.Right; _mouseState.SetButtonState(PointerEventData.InputButton.Right, PointerInputModule.StateForMouseButton(1), pointerEventData2); } if (_useMiddleMouseButton) { PointerEventData pointerEventData3; GetPointerData(-3, out pointerEventData3, true); CopyFromTo(pointerEventData, pointerEventData3); pointerEventData3.button = PointerEventData.InputButton.Middle; _mouseState.SetButtonState(PointerEventData.InputButton.Middle, PointerInputModule.StateForMouseButton(2), pointerEventData3); } return(_mouseState); }
private void TryHold(BaseInputModule module, ButtonType b) { //Only try to hold object if it's within the bounds of the collider. //If the object is already being held, ignore this event call. if (collider.bounds.Contains(module.transform.position) && button == b && (holdingModule == null || holdingModule == module)) { //Check for a Holder if one is expected. if (!expectHolder || (expectHolder && module.GetComponent <Holder>() != null && module.GetComponent <Holder>().isActiveAndEnabled)) { ToggleHold(module); } } }
protected override MouseState GetMousePointerEventData(int id) { PointerEventData pointerEventData; bool pointerData = this.GetPointerData(-1, out pointerEventData, true); pointerEventData.Reset(); // use pointer position instead of mouse position Vector2 position; if (DpnManager.DPVRPointer) { position = DpnPointerManager.Pointer != null?DpnPointerManager.Pointer.GetScreenPosition() : new Vector2(-1, -1); } else { position = Input.mousePosition; } position.x = Mathf.Round(position.x); position.y = Mathf.Round(position.y); pointerEventData.delta = position - pointerEventData.position; pointerEventData.position = position; pointerEventData.scrollDelta = Input.mouseScrollDelta; pointerEventData.button = PointerEventData.InputButton.Left; base.eventSystem.RaycastAll(pointerEventData, this.m_RaycastResultCache); RaycastResult pointerCurrentRaycast = BaseInputModule.FindFirstRaycast(this.m_RaycastResultCache); pointerEventData.pointerCurrentRaycast = pointerCurrentRaycast; this.m_RaycastResultCache.Clear(); PointerEventData pointerEventData2; this.GetPointerData(-2, out pointerEventData2, true); this.CopyFromTo(pointerEventData, pointerEventData2); pointerEventData2.button = PointerEventData.InputButton.Right; PointerEventData pointerEventData3; this.GetPointerData(-3, out pointerEventData3, true); this.CopyFromTo(pointerEventData, pointerEventData3); pointerEventData3.button = PointerEventData.InputButton.Middle; this.m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), pointerEventData); this.m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), pointerEventData2); this.m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), pointerEventData3); return(m_MouseState); }
// Use this for initialization void Start() { //check the Module name BaseInputModule bim = EventSystem.current.currentInputModule; if (bim != null) { Debug.Log("Current Input Module name > " + bim.name); } else { Debug.Log("check no Input Module found "); } eventDataCurrentPosition = new PointerEventData(EventSystem.current); }
void Grab(BaseInputModule module) { //Bind the module to this object. grabbingModule = module; //Save the offset between the module and this object. Undo the current rotation of the module offset = transform.position - grabbingModule.transform.position; offset = Quaternion.Inverse(grabbingModule.transform.rotation) * offset; rotOffset = Quaternion.Inverse(grabbingModule.transform.rotation) * transform.rotation; savedPositions.Add(transform.position); collider.isTrigger = true; if (rbody) { rbody.isKinematic = true; } }
/// <summary> /// Initializes the values associated to this character instance. </summary> protected virtual void Awake() { //Unity Components _coordinates = GetComponent<Transform>(); _controller = GetComponent<CharacterController>(); _rigidbody = GetComponent<Rigidbody>(); //Basic Character Components charAnimation = GetComponent<Animator> (); if (charAnimation != null) charAnimation.SetLayerWeight (1, 1); charStats = GetComponent<CharacterStats> (); charMoveSet = GetComponent<CharacterMovesetModule> (); oldCharAnimation = transform.Find ("Renderer").GetComponent<SkinnedMeshRenderer>().material; if (oldCharAnimation == null) Debug.LogError (name+"'s material is null"); // GetComponentInChildren<MeshRenderer> ().material; //Add specialized character components switch (charType) { case CharacterType.Player: charState = gameObject.AddComponent <CharacterStateMachine> (); //dictates character's moveset and availble actions charInput = gameObject.AddComponent <PlayerInput> (); //dictates characters focus and behaviour break; case CharacterType.Enemy: charState = gameObject.AddComponent <EnemyStateModule> (); charInput = gameObject.AddComponent <AIInput> (); break; default: break; } }
public virtual void Start() { //input.Setup (); if (stats.Stun != null) user.CharStats.Stun.MaxValueEffect = TransitionToStun; else Debug.LogError ("no stun stat set!"); stats.Health.MinValueEffect = TransitionToDead; switch (user.CharType) { case BaseCharacter.CharacterType.Player: input = GetComponent<PlayerInput>(); CharInput.walkSignal += TransitionToWalk; CharInput.runSignal += TransitionToRun; CharInput.dodgeSignal += TransitionToDodge; CharInput.primarySignal += TransitionToPrimary; CharInput.sheatheSignal += TransitionToSheatheWeapon; break; case BaseCharacter.CharacterType.Enemy: input = GetComponent<AIInput>(); break; } currentState = CharacterActions.Idle; StartCoroutine (monitorState()); }
// private void UpdateTargetting (out float speed, out float bearing) { //// bearing = Vector3.Dot () // } public override ActionResult Start(Agent agent, float deltaTime) { input = agent.Avatar.GetComponent<BaseInputModule> (); return ActionResult.SUCCESS; }
protected override void OnAwake() { base.OnAwake (); user = GetComponent<BaseCharacter> (); stats = GetComponent<CharacterStats> (); moveSet = GetComponent<CharacterMovesetModule> (); //used to access actions for state activation // _animation = transform.Find ("Renderer").GetComponent<SkinnedMeshRenderer>(); _animation = user.oldCharAnimation; input = GetComponent<BaseInputModule> (); armed = false; attacking = false; running = false; }