예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player");

        cameraLockScript = player.transform.GetComponent <CameraLock>();
        offset           = transform.position - player.transform.position;
    }
    // Use this for initialization
    void Start()
    {
        //Cursor.lockState =CursorLockMode.Locked;
        anim = this.GetComponent <Animator>();
        cam  = Camera.main;
        characterRigidbody = this.GetComponent <Rigidbody>();
        //controller = this.GetComponent<CharacterController>();

        updateCharStats = FindObjectOfType <CharacterStats>();
        weapon          = FindObjectOfType <CharacterStats>().GetWeapon();
        currentWeapon   = Weapon.Armed;
        if (weaponBack.transform.Find(weapon.ToString()))
        {
            weaponBack.transform.Find(weapon.ToString()).gameObject.SetActive(true);
        }
        else if (weapon == Weapon.Armed)
        {
            weaponHanded_WeaponManager.transform.Find(weapon.ToString()).gameObject.SetActive(true);
        }
        if (weaponHanded_WeaponManager.GetComponent <WeaponManager>())
        {
            weaponManager = weaponHanded_WeaponManager.GetComponent <WeaponManager>();
        }
        else
        {
            Debug.LogWarning("WeaponHanded is missing WeaponManager!");
        }

        Speed               = updateCharStats.getSpeed();
        cameraLock          = FindObjectOfType <CameraLock>();
        capsuleCollider     = GetComponent <CapsuleCollider>();
        defaultPlayerHeight = capsuleCollider.height;
        defaultPlayerCenter = capsuleCollider.center;
    }
예제 #3
0
 void Start()
 {
     spawnScript       = GameObject.Find("PlayerSpawner").GetComponent <PlayerSpawn>();
     focusPoint        = GameObject.Find("CameraSmoother").GetComponent <CameraLock>();
     playerHud         = GetComponentInChildren <MeshRenderer>();
     playerHud.enabled = false;
 }
 void Awake()
 {
     dialogue      = new Queue <Dialogue>();
     cameraLock    = FindObjectOfType <CameraLock>();
     optionManager = FindObjectOfType <OptionManager>().gameObject;
     afterDialogue = new CSV_Action("", "");
 }
예제 #5
0
    // Use this for initialization
    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player");
        Vector3 rot = transform.localRotation.eulerAngles;

        rotY       = rot.y;
        rotX       = rot.x;
        cameraLock = FindObjectOfType <CameraLock>();
    }
예제 #6
0
 void Awake()
 {
     if(cameraLock == null)           //If manager doesn't exist, create one
     {
         DontDestroyOnLoad(gameObject);
         cameraLock = this;
     } else if(cameraLock != null)    //if manager does exist, destroy this copy
     {
         Destroy(gameObject);
     }
     cameraLock = this;
 }
    // Start is called before the first frame update
    void Start()
    {
        cam                 = Camera.main;
        charStats           = FindObjectOfType <CharacterStats>();
        cameraLock          = FindObjectOfType <CameraLock>();
        anim                = GetComponent <Animator>();
        characterController = GetComponent <CharacterController>();
        weaponManager       = transform.GetComponentInChildren <WeaponManager>();
        m_cameraLock        = cameraLock.GetCameraLock();
        if (charStats.GetHavingWeapon().ToString() != Weapon.Armed.ToString())
        {
            weaponBack.transform.Find(charStats.GetHavingWeapon().ToString()).gameObject.SetActive(true);
        }


        defaultPlayerHeight = characterController.height;
        defaultPlayerCenter = characterController.center;
    }
예제 #8
0
    //shadowpro true创建对像  false销毁对象
    public void ShadowProCreateOrDestroy(bool v)
    {
        if (v)
        {
            if (m_entity is PlayerObj && shadowPro == null)
            {
                if (shadowPro == null)
                {
                    Object obj = CoreEntry.gResLoader.Load("Effect/common/fx_shadow_pro");
                    if (obj == null)
                    {
                        LogMgr.LogError("找不到 prefab: " + "Effect/common/fx_shadow_pro");
                        return;
                    }
                    shadowPro = GameObject.Instantiate(obj) as GameObject;
                }
                if (shadowPro != null)
                {
                    shadowPro.transform.localScale    = Vector3.one;
                    shadowPro.transform.localPosition = Vector3.zero;
                    shadowPro.transform.localRotation = Quaternion.identity;

                    CameraLock cl = shadowPro.GetComponent <CameraLock>();
                    if (cl != null)
                    {
                        cl.m_TargetObj = m_entity.gameObject;
                    }
                }
            }
        }
        else
        {
            if (shadowPro != null)
            {
                Object.DestroyImmediate(shadowPro);
                shadowPro = null;
            }
        }
    }
예제 #9
0
 public override void _Ready()
 {
     CameraLock = GetNode <CameraLock>("CameraLock");
     WeaponLock = GetNode <WeaponLock>("CameraLock/WeaponLock");
 }
예제 #10
0
 private void Awake()
 {
     joystickMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <MoveState>();
     cameraLock       = Camera.main.gameObject.GetComponent <CameraLock>();
 }
예제 #11
0
 private void Awake()
 {
     cameraLock = Camera.main.gameObject.GetComponent <CameraLock>();
     player     = transform;
 }
 void Start()
 {
     playerAudio = GameObject.Find("SFXPlayer").GetComponent<AudioSource>();
     m_normalGravity = rigid2D.gravityScale;
     camera = GameObject.Find("Main Camera").GetComponent<CameraLock>();
 }
예제 #13
0
    public void SetModel(string showSkills, int mainModelID, int weaponModelId, int wingModelID, bool doubleBlade, int audioID, int enterAudioID)
    {
        CancelInvoke();

        CoreEntry.gAudioMgr.PlayUISound(audioID);

        actionNames = new string[3] {
            "skill003", "skill002", "skill001"
        };
        if (!string.IsNullOrEmpty(showSkills))
        {
            string[] ids = showSkills.Split('#');
            if (null != ids && ids.Length > 0)
            {
                actionNames = new string[ids.Length];
                for (int i = 0; i < ids.Length; i++)
                {
                    int id = 0;
                    int.TryParse(ids[i], out id);
                    LuaTable skillCfg = ConfigManager.Instance.Skill.GetSkillConfig(id);
                    if (null != skillCfg)
                    {
                        int actionID = 0;
                        int.TryParse(skillCfg.Get <string>("skill_action"), out actionID);
                        LuaTable skillActionCfg = ConfigManager.Instance.Skill.GetSkillActionConfig(actionID);
                        if (null != skillActionCfg)
                        {
                            actionNames[i] = skillActionCfg.Get <string>("animation");
                        }
                    }
                }
            }
        }

        mModelCfg = ConfigManager.Instance.Common.GetModelConfig(mainModelID);
        if (mModelCfg == null)
        {
            LogMgr.UnityLog("CreatureDisplayId : " + mainModelID);
            return;
        }

        string     mModelPath = mModelCfg.Get <string>("skllogin");
        GameObject rolePrefab = CoreEntry.gResLoader.Load(mModelPath) as GameObject;

        if (rolePrefab == null)
        {
            LogMgr.UnityLog("模型路径错误: " + mModelPath);
            return;
        }

        PlayerAgent agent = rolePrefab.GetComponent <PlayerAgent>();

        if (null != agent)
        {
            agent.enabled = false;
        }

        if (mRoleModel != null)
        {
            GameObject.DestroyImmediate(mRoleModel);
        }

        mRoleModel = (GameObject)Instantiate(rolePrefab);
        if (null == modelParent)
        {
            modelParent = GameObject.Find(Path).gameObject;
        }
        mRoleModel.transform.parent        = modelParent.transform;
        mRoleModel.transform.localPosition = Vector3.zero;
        mRoleModel.transform.localScale    = Vector3.one;
        mRoleModel.transform.localRotation = Quaternion.Euler(Vector3.zero);
        CommonTools.SetMainLayer(mRoleModel, mainModelID);

        LuaTable armModelCfg = ConfigManager.Instance.Common.GetModelConfig(weaponModelId);

        if (null != armModelCfg)
        {
            rolePrefab = CoreEntry.gResLoader.Load(armModelCfg.Get <string>("skl")) as GameObject;
            if (null != rolePrefab)
            {
                GameObject weaponObj = (GameObject)Instantiate(rolePrefab);
                if (null != weaponObj)
                {
                    CommonTools.SetMainLayer(weaponObj, weaponModelId);
                    if (doubleBlade)
                    {
                        Transform hand   = mRoleModel.transform.DeepFindChild("DM_R_Hand");
                        Transform weapon = weaponObj.transform.Find("DM_R_wuqi01");
                        if (null != hand && null != weapon)
                        {
                            weapon.SetParent(hand);
                            weapon.localPosition = Vector3.zero;
                            weapon.localRotation = Quaternion.identity;
                        }
                        else
                        {
                            if (null == hand)
                            {
                                LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_R_Hand", mainModelID, mModelPath));
                            }
                            if (null == weapon)
                            {
                                LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_R_wuqi01", weaponModelId, rolePrefab));
                            }
                        }

                        hand   = mRoleModel.transform.DeepFindChild("DM_L_Hand");
                        weapon = weaponObj.transform.Find("DM_L_wuqi01");
                        if (null != hand && null != weapon)
                        {
                            weapon.SetParent(hand);
                            weapon.localPosition = Vector3.zero;
                            weapon.localRotation = Quaternion.identity;
                        }
                        else
                        {
                            if (null == hand)
                            {
                                LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_L_Hand", mainModelID, mModelPath));
                            }
                            if (null == weapon)
                            {
                                LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_L_wuqi01", weaponModelId, rolePrefab));
                            }
                        }

                        Destroy(weaponObj);
                    }
                    else
                    {
                        Transform hand = mRoleModel.transform.DeepFindChild("DM_R_Hand");
                        if (null != hand)
                        {
                            weaponObj.transform.SetParent(hand);
                            weaponObj.transform.localPosition = Vector3.zero;
                            weaponObj.transform.localRotation = Quaternion.identity;
                        }
                        else
                        {
                            LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_R_Hand", mainModelID, mModelPath));
                        }
                    }
                }
            }
        }

        LuaTable wingCfg = ConfigManager.Instance.Common.GetModelConfig(wingModelID);

        if (null != wingCfg)
        {
            rolePrefab = CoreEntry.gResLoader.Load(wingCfg.Get <string>("skl")) as GameObject;
            if (null != rolePrefab)
            {
                GameObject wingObj = (GameObject)Instantiate(rolePrefab);
                if (null != wingObj)
                {
                    CommonTools.SetMainLayer(wingObj, wingModelID);
                    Transform backTran = mRoleModel.transform.DeepFindChild("E_back");
                    wingObj.transform.parent        = backTran;
                    wingObj.transform.localPosition = Vector3.zero;
                    wingObj.transform.localRotation = Quaternion.identity;
                    wingObj.SetActive(true);
                }
            }
        }

        mAnimator = mRoleModel.gameObject.GetComponent <Animation>();
        if (mAnimator.GetClip("enter001"))
        {
            mAnimator.Play("enter001");
            Invoke("Do3DModleStandbyAni", mAnimator["enter001"].clip.length);
            m_lastActionOverTime = mAnimator["enter001"].clip.length + Time.time;
            m_enterFinishTime    = mAnimator["enter001"].clip.length + Time.time;
        }

        //shadow
        if (shadowPro == null)
        {
            if (SettingManager.Instance.PicSetting == 3)
            {
                UnityEngine.Object obj = CoreEntry.gResLoader.Load("Effect/common/fx_shadow_pro");
                if (obj == null)
                {
                    LogMgr.LogError("找不到 prefab: " + "Effect/common/fx_shadow_pro");
                    return;
                }
                shadowPro = GameObject.Instantiate(obj) as GameObject;
            }
        }
        if (shadowPro != null)
        {
            shadowPro.transform.localScale    = Vector3.one;
            shadowPro.transform.localPosition = Vector3.zero;
            shadowPro.transform.localRotation = Quaternion.identity;

            CameraLock cl = shadowPro.GetComponent <CameraLock>();
            if (cl != null)
            {
                cl.m_TargetObj = mRoleModel;
            }
        }

        //UnityEngine.Object obj = CoreEntry.gResLoader.Load("Effect/common/fx_shadow");
        //if (obj == null)
        //{
        //    return;
        //}
        //GameObject blob = GameObject.Instantiate(obj) as GameObject;
        //blob.transform.parent = mRoleModel.transform;
        //blob.transform.localScale = new Vector3(3.0f, 3.0f, 3.0f);
        //blob.transform.localPosition = Vector3.zero;

        mAudioSource = mRoleModel.GetComponent <AudioSource>();
        if (null == mAudioSource)
        {
            mAudioSource = mRoleModel.AddComponent <AudioSource>();
        }
        if (null != mAudioSource)
        {
            if (!CoreEntry.cfg_bEaxToggle)
            {
                return;
            }

            string path = AudioMgr.GetAudioPath(enterAudioID);
            if (path == null)
            {
                LogMgr.UnityError("无效音效ID:" + enterAudioID);
                return;
            }

            AudioClip clip = (AudioClip)CoreEntry.gResLoader.Load(path, typeof(AudioClip));
            if (clip == null)
            {
                LogMgr.UnityError("音效配置错误 路径:" + path + "  id" + enterAudioID);
                return;
            }

            mAudioSource.spatialBlend = 0f;
            mAudioSource.minDistance  = 1.0f;
            mAudioSource.maxDistance  = 5000;
            mAudioSource.rolloffMode  = AudioRolloffMode.Linear;
            mAudioSource.clip         = clip;
            mAudioSource.Play();
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     cameraLock = FindObjectOfType <CameraLock>();
 }