// OVERRIDE METHODS: ---------------------------------------------------------------------- public override void EnableMotor() { Transform target = this.GetTarget(); if (target != null) { this.targetRotationX = target.transform.rotation.eulerAngles.y; this.targetRotationY = target.transform.rotation.eulerAngles.x; } CharacterAnimator animator = HookPlayer.Instance.Get <CharacterAnimator>(); switch (this.modelManipulator) { case ModelManipulator.Hide3DModel: animator.SetVisibility(false); break; case ModelManipulator.StiffSpineAnimation: animator.SetStiffBody(true); break; } this.cursorLock = Cursor.lockState; }
/// <summary> /// Updates the movement type of our character. If we return true, it means that our movement type has /// changed /// </summary> /// <returns></returns> private void SetMovementType(EMovementType NewMovementType) { if (NewMovementType == CurrentMovementType) { return; } int PreviousMovementType = (int)CurrentMovementType; EndMovementType(CurrentMovementType); CurrentMovementType = NewMovementType; switch (CurrentMovementType) { case EMovementType.STANDING: RemainingDoubleJumps = DoubleJumpCount; break; case EMovementType.CROUCH: AssociatedCollider.ColliderSize.y = CrouchingHeight; break; case EMovementType.IN_AIR: break; } CharacterAnimator.SetInteger(ANIM_MOVEMENT_STATE, (int)CurrentMovementType); CharacterAnimator.SetTrigger(ANIM_MOVEMENT_STATE_UPDATED); }
private void Start() { npcController = GetComponent <NPCController>(); npcController.TargetChanged += ChangeTarget; agent = GetComponent <NavMeshAgent>(); animator = GetComponent <CharacterAnimator>(); }
public void Interaction() { //Debug.Log("inside interaction"); //This will make a Raycast at a Target in front of the Player with a distance of 1f (so basically the interacting object has to be close) if (CharacterAnimator.GetFloat("input_x") != 0) { direction = Physics2D.Raycast(transform.position, new Vector2(CharacterAnimator.GetFloat("input_x"), 0), 1f); } else { direction = Physics2D.Raycast(transform.position, new Vector2(0, CharacterAnimator.GetFloat("input_y")), 1f); } //We can use the collider to find the game object we are interacting with. // There need to be a few checks so the system doesnt interact with unintended objects // These include: 1.) it cant be the Player itself 2.) Uninteractable tagged objects which should include Enemies if (direction.collider != null && direction.collider.name != "Player" && (direction.collider.tag == "interactable" || direction.collider.tag == "NPC")) { //we can call the targets interact stuff here //Debug.Log("found a Target"); currentlyInteracting = true; //we shouldnt be allowed to Attack or move during interactions since that would look just weird CharacterAnimator.SetBool("isWalking", false); canMove = false; canAttack = false; //send message to raycast Target to interact with us direction.collider.gameObject.SendMessage("PlayerInteraction", null, SendMessageOptions.DontRequireReceiver); } }
public void Die() { if (CharacterAnimator != null) { CharacterAnimator.SetTrigger("Die"); } }
public void Cry() { if (CharacterAnimator != null) { CharacterAnimator.SetTrigger("Failure"); } }
void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag.Equals ("enemyProjectile")) { other.gameObject.SendMessage ("hit"); myAnimator = new CharacterAnimator (new int[]{0,1,0,1,0,1}, this, movementRate); } }
public void BeMagicallyAttacked() { if (CharacterAnimator != null) { CharacterAnimator.SetTrigger("BeAttacked"); //TODO:改成魔法攻击 } }
/// <summary> /// Everything you want to happen when the GameObject takes damage but doesnt die. /// </summary> /// <param name="otherTransform">Other transform.</param> /// <param name="joltAmount">Jolt amount.</param> private void Hit(Transform otherTransform, float joltAmount) { // Play the sound from getting hit. Grid.soundManager.PlaySound(GetHitSound, transform.position, 1f, 1f); // IF this animator has a state called Hit. if (CharacterAnimator.HasState(0, Animator.StringToHash("Hit"))) { // Start a coroutine to handle the timing of the GameObject being hit. StartCoroutine(HitAnimation()); } // IF the character that we collided with can be knockedback. if (CanBeJolted) { // Get the relative position. Vector2 relativePos = gameObject.transform.position - otherTransform.position; // Get the rigidbody2D Rigidbody2D charRigid = characterEntity.GetComponent <Rigidbody2D> (); // Stop the colliding objects velocity. charRigid.velocity = Vector3.zero; // Apply knockback. charRigid.AddForce(relativePos.normalized * joltAmount, ForceMode2D.Impulse); // Make the character not be able to be controled while being knockedback. StartCoroutine(NoCharacterControl()); } }
public CharacterMachineState(CharacterStateMachine stateMachine) { Machine = stateMachine; control = Machine.Character.GetComponentInFamily <CharacterControlInput>(); animator = Machine.Character.GetComponentInFamily <CharacterAnimator>(); motion = Machine.Character.GetComponentInFamily <Rigidbody2DMotion>(); }
// Update is called once per frame void FixedUpdate() { if (TakeDamege) { playerRigidbody.velocity = Vector2.zero; return; } float horizontal = Input.GetAxis("Horizontal"); IsGrounded = Grounded(); if (playerRigidbody.position.y <= -14f) { Death(); } HandleLayers(); PlayerChangeDirection(horizontal); HandleInput(); HandleMovement(horizontal); Reset(); isSliding = CharacterAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"); }
public CharacterBlock(float timeParry, float blockRange, float _timeToBlock, int maxCharges, float timeRecuperate, GameObject _ui, CharacterAnimator _anim, Func <EventStateMachine <CharacterHead.PlayerInputs> > _sm, ParticleSystem _parryParticles) : base(timeParry, blockRange) { anim = _anim; OnBlock += OnBlockDown; UpBlock += OnBlockUp; sm = _sm; parryParticles = _parryParticles; OnParry += FinishParry; BeginParry += Parry; BeginParry += ParryFeedback; timeBlock = _timeToBlock; maxBlockCharges = maxCharges; CurrentBlockCharges = maxCharges; timeToRecuperate = timeRecuperate; var newUi = MonoBehaviour.Instantiate(_ui, Main.instance.gameUiController.MyCanvas.transform); ui = newUi.GetComponentInChildren <UI_GraphicContainer>(); ui.OnValueChange(CurrentBlockCharges, maxBlockCharges); }
void Start() { // Activar a cámara inicial if (thirdPersonCamFlag) { currentCamera = thirdPersonCamera; thirdPersonCamFlag = true; thirdPersonCamera.enabled = true; firstPersonCamera.enabled = false; } else { currentCamera = firstPersonCamera; thirdPersonCamFlag = false; thirdPersonCamera.enabled = false; firstPersonCamera.enabled = true; } weaponManager = gameObject.GetComponentInChildren <WeaponManager>(); characterAnimator = GetComponent <CharacterAnimator>(); //componente para animacions //thirdPersonCamera = GetComponent<ThirdPersonCamera>(); //firstPersonCamera = GetComponent<FirstPersonCamera>(); //Añadir observer ao subject GameHandler.instance.RegisterObserverPause(this); //Observer pero usando eventos GameHandler.instance.onPlayerDied += Die; }
public void attackAnim() { GameObject playerAnimator = GameObject.Find("Player"); CharacterAnimator charAnim = playerAnimator.GetComponent <CharacterAnimator>(); charAnim.animator.SetTrigger("attack"); }
public AbstractAction(GameObject actor) { this.actor = actor; state = actor.GetComponent(typeof(CharacterState)) as CharacterState; animator = actor.GetComponent(typeof(CharacterAnimator)) as CharacterAnimator; mover = actor.GetComponent(typeof(CharacterMover)) as CharacterMover; actionRunner = actor.GetComponent(typeof(ActionRunner)) as ActionRunner; animationName = null; wrapMode = WrapMode.Once; emotionBodyParts = Emotion.BodyParts.NONE; canStartDialogueWithPC = true; canStartDialogueWithAgents = true; canEndAnyTime = true; //canCancelDuringMovement = true; quickReaction = null; moveToAction = null; started = false; endedASAP = false; endNextRound = false; finished = false; }
private void Start() { _cam = GetComponent <ThirdPersonCameraTarget>(); _glider = GetComponent <ParagliderTarget>(); _anim = GetComponentInChildren <CharacterAnimator>(); _move = GetComponent <Movement>(); }
private IEnumerator HitAnimation() { CharacterAnimator.SetBool("IsHit", true); yield return(new WaitForSeconds(HitAnimationTime)); CharacterAnimator.SetBool("IsHit", false); }
public void BeMagicallyBuff() { if (CharacterAnimator != null) { CharacterAnimator.SetTrigger("BeMagicallyBuff"); //魔法增益 } }
//コンストラクタ public TransitionInfo(float time,CharacterAnimator.Animation animation,CharacterAnimator.State state) { this._TransitionTime = time; this._Animation = (int)animation; this._State = (int)state; }
public void Cheer() { if (CharacterAnimator != null) { CharacterAnimator.SetTrigger("Victory"); } }
// Update is called once per frame void Update() { if (!isInitialized) { waypoints = new List <Waypoint>(); Waypoint[] waypointsTemporary = FindObjectsOfType <Waypoint>(); foreach (Waypoint w in waypointsTemporary) { waypoints.Add(w); } rb = GetComponent <Rigidbody2D>(); animator = GetComponent <CharacterAnimator>(); animator.PlayIdleAnimation(); StartCoroutine(DelayedWalk()); isInitialized = true; } if (isMoving && rb.position.x >= currentWaypoint.transform.position.x) { rb.velocity = new Vector3(0f, rb.velocity.y); rb.transform.position = new Vector2(currentWaypoint.transform.position.x, rb.transform.position.y); isMoving = false; animator.PlayIdleAnimation(); currentWaypoint.ReachWaypoint(); } }
void Start() { target = PlayerManager.instance.player.transform; agent = GetComponent <NavMeshAgent>(); combat = GetComponent <CharacterCombat>(); characterAnimator = GetComponent <CharacterAnimator>(); }
// we will need this c# magic for our animation state when its in //public bool isMovingTest //{ // set // { // if (Input.GetAxis("Vertical") == 0 && Input.GetAxis("Horizontal") == 0) { isMoving = false; } // else { isMoving = true; } // } // get { return isMoving; } //} // Start is called before the first frame update void Start() { charDirection = this.GetComponent <CharDirection>(); characterMover = this.GetComponent <CharacterMover>(); characterAnimator = this.GetComponent <CharacterAnimator>(); worldInteracter = this.GetComponent <WorldInteracter>(); }
// Start is called before the first frame update void Start() { // get scripts we need charDirection = this.GetComponent <CharDirection>(); characterMover = this.GetComponent <CharacterMover>(); characterAnimator = this.GetComponent <CharacterAnimator>(); }
protected override IEnumerator MainAttack() { if (targetsCount == 0) { yield break; } var targetPos = TargetPositions.Dequeue(); var canAttackFirst = CanAttack(targetPos); var canAttackSecond = CanAttack(secondTargetPos); if (canAttackFirst || canAttackSecond) { yield return(StartCoroutine(CharacterAnimator.RandomAttackCor())); } else { yield break; } yield return(StartCoroutine(Move.RotateToPosition(targetPos))); var firstEnemy = Field.GetGameObjectByIndex <Health>(targetPos); if (firstEnemy) { firstEnemy.GetDamage(damage); } var secondEnemy = Field.GetGameObjectByIndex <Health>(secondTargetPos); if (secondEnemy) { secondEnemy.GetDamage(damage - 1); } }
void ProcessInput() { if (playerIsLocked) { if (Input.GetMouseButton(0) && canPerformAction) { switch (currentActivity) { case LoggingActivity.FELLING: ChopDiagonal(); break; case LoggingActivity.BUCKING: Saw(); break; case LoggingActivity.SPLITTING: ChopVertical(); break; } } else { CharacterAnimator.EndActionLoop(); } } }
public override void DoUpdate(float dt) { //成功 if (CharacterAnimator.AnimatorState.Success) { CharacterAnimator.SetSuccess(); return; } //失败 if (CharacterAnimator.AnimatorState.Failed) { CharacterAnimator.SetFailed(); return; } CharacterAnimator.DoUpdate(dt); if (IsGrounded() && !NeedJump) { if (Target != null) { Agent.destination = Target.position; } var isMove = Agent.velocity.x != 0 && Agent.velocity.z != 0; CharacterAnimator.SetRun(isMove); var isIdle = Agent.velocity == Vector3.zero; CharacterAnimator.SetIdle(isIdle); } }
protected override IEnumerator MainAttack() { if (TargetPositions.Count == 0) { yield break; } while (TargetPositions.Count > 0) { var targetPos = TargetPositions.Dequeue(); var targetSquadType = Field.GetSquadTypeByIndex(targetPos); if (targetSquadType == SquadType.NotMatter) { continue; } if (targetSquadType == SquadType) { continue; } yield return(StartCoroutine(Move.RotateToPosition(targetPos))); yield return(StartCoroutine(CharacterAnimator.RandomAttackCor())); var enemyHealth = Field.GetGameObjectByIndex <Health>(targetPos); enemyHealth.GetDamage(damage); yield return(new WaitForSeconds(0.5f)); } }
private void RpcMove(float horizontalMovement, float verticalMovement, Quaternion targetRotation) { //apply input to movement direction movement = new Vector3(horizontalMovement, 0.0f, verticalMovement); //apply camera direction to movement movement = Camera.main.transform.TransformDirection(movement); movement.y = 0.0f; movement.Normalize(); //apply speed to movement movement *= Speed; //change moving state to true when moving Moving = horizontalMovement != 0 || verticalMovement != 0; if (Moving == true) { newRotation = Quaternion.Lerp(GetComponent <Rigidbody>().rotation, targetRotation, rotationSpeed * Time.deltaTime); //rotate character GetComponent <Rigidbody>().MoveRotation(newRotation); Vector3 characterMovement = transform.position + movement; //move character GetComponent <Rigidbody>().MovePosition(characterMovement); //fade into running animation CharacterAnimator.CrossFade("Run", 0.0f); //change character state to moving State = CharacterState.moving; } }
protected override IEnumerator Catching() { if (currentBeardState == BeardState.Short || currentAttack != PlayerAttacks.None) { yield break; } CancelInvoke("GrowBeard"); currentAttack = PlayerAttacks.Catch; isCatching = true; CharacterAnimator.SetInteger("State", 4); if (PhotonNetwork.isMasterClient) { float _timer = 0; while (_timer < catchTime) { TDS_RPCManager.Instance.RPCManagerPhotonView.RPC("ApplyInfoDamages", PhotonTargets.All, TDS_RPCManager.Instance.SetInfoDamages(CheckHit(1, 1), PhotonViewElementID)); yield return(new WaitForSeconds(.05f)); _timer += .05f; } } else { yield return(new WaitForSeconds(catchTime)); } currentAttack = PlayerAttacks.None; isCatching = false; InvokeRepeating("GrowBeard", 1, 1); }
public void BeAttacked() { if (CharacterAnimator != null) { CharacterAnimator.SetTrigger("BeAttacked"); } }
private void handleInput() { if (Input.GetKey(KeyCode.RightArrow) && xspeed > 0) { movingDirection = 1; } if (Input.GetKey(KeyCode.LeftArrow) && xspeed < 0) { movingDirection = -1; } if (Input.GetKeyDown(KeyCode.R)) { CharacterAnimator.SetTrigger("attack"); } if (Input.GetKeyDown(KeyCode.F)) { CharacterAnimator.SetTrigger("shoot"); } if (Input.GetKeyDown(KeyCode.LeftShift)) { CharacterAnimator.SetTrigger("dodge"); } if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log(OnGround); CharacterAnimator.SetTrigger("jump"); } }
void ChangeTool() { if (doChangeTool) { // Debug.Log("Current Tool: " + PlayerTools.GetCurrentlyEquippedToolIndex()); // Debug.Log("To Equip Tool: " + ToolManager.GetToolToEquipIndex()); int startLoc = 0; if (PlayerTools.GetCurrentlyEquippedToolIndex() > 0) { startLoc = (PlayerTools.GetCurrentlyEquippedToolIndex() == 2) ? 2 : 1; } int endLoc = 0; if (ToolManager.GetToolToEquipIndex() > 0) { endLoc = (ToolManager.GetToolToEquipIndex() == 2) ? 2 : 1; } CharacterAnimator.SetEquipLocations((float)startLoc, (float)endLoc); CharacterAnimator.SetSwitchToolAsAction(); PlayerHud.PlayerHudReference.ChangeToolIcon(); // Debug.Log("Start Loc: " + startLoc); // Debug.Log("End Loc: " + endLoc); doChangeTool = false; } }
public void Awake() { kk = false; if (gameObject.GetComponent<CharacterAnimator> () != null) anim = gameObject.GetComponent<CharacterAnimator> (); else anim = null; sp = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<SpFunctions> (); }
protected override void Initialize() { // TODO: Add your initialization logic here AssetBufferer.BufferImages(this.Content); this.character = new CharacterEntity(this.GraphicsDevice); this.characterAnimator = new CharacterAnimator(this.character); this.inputHandler = new PlayerInputHandler(this.character); this.fallingStuffAnimator = new FallingStuffAnimator(); this.collisionHandler = new CollisionHandler(this.character, this.fallingStuffAnimator.fallingEntites); this.graphics.PreferredBackBufferWidth = Globals.GLOBAL_WIDTH; this.graphics.PreferredBackBufferHeight = Globals.GLOBAL_HEIGHT; this.graphics.ApplyChanges(); base.Initialize(); }
public Scenariodate(string text_date,float time ,Route next_route = Route.Main, CharacterAnimator.Animation jony_animation = CharacterAnimator.Animation.UpScaling, CharacterAnimator.Animation abery_animation = CharacterAnimator.Animation.UpScaling, CharacterAnimator.State jony_state = CharacterAnimator.State.Normal, CharacterAnimator.State abery_state = CharacterAnimator.State.Normal, int camera_number = -1, CameraAnimator.Animation camera_animation = CameraAnimator.Animation.Null, ExtraAnimator.Animation extra_animation = ExtraAnimator.Animation.NULL, SEManager.SE se_petern = SEManager.SE.NoSound) { this._text_date = text_date; this._next_route = next_route; this._time = time; this._jony_animation = jony_animation; this._jony_state = jony_state; this._abery_animation = abery_animation; this._abery_state = abery_state; this._camera_number = camera_number; this._camera_animation = camera_animation; this._extra_animation = extra_animation; this._se_pertern = se_petern; }
//public Transform neck; public void Start() { animator = GetComponent(typeof(CharacterAnimator)) as CharacterAnimator; controller = (CharacterController)gameObject.GetComponent(typeof(CharacterController)); idleActionPlayed = false; enabled=false; }
// Use this for initialization void Start () { Jony = (GameObject.FindGameObjectWithTag ("Jony")).GetComponent<CharacterAnimator>(); Abery = GameObject.FindGameObjectWithTag ("Abery").GetComponent<CharacterAnimator>(); _extra_animator = GameObject.FindObjectOfType<ExtraAnimator> (); _scenario_text = GameObject.FindObjectOfType<ScenarioText> (); _view_camera = GameObject.FindObjectOfType<ChangeCamera> (); _camera_animator = GameObject.FindObjectOfType<CameraAnimator> (); _cv_reference = GameObject.FindObjectOfType<CVManager> (); _se_reference= GameObject.FindObjectOfType<SEManager> (); _start_count = GameObject.FindObjectOfType<StartCount> (); Style = new GUIStyle(); State = new GUIStyleState(); //CSVデータから、ルートごとに分けてテキストデータ等を読み込む var MasterTable = new CSVMasterTable(); MasterTable.Load(); foreach (var Master in MasterTable.All) { //一度データを取り出す。 Scenariodate data = new Scenariodate ( Master.Scenario, Master.WatchTime, (Route)Master.NextRoute, Master.JonyAnimation, Master.AberyAnimation, Master.JonyState, Master.AberyState, Master.CameraNumber,Master.CameraAnimation, Master.ExtraAnimation,Master.SEPetern); //ルートにあわせて保存 switch ((Route)Master.CurrentRoute) { case Route.Main: _Main.Add (data); break; case Route.A: _A.Add(data); break; case Route.B: _B.Add(data); break; case Route.C: _C.Add(data); break; } } // _A.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_B.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_C.Add(new Scenariodate("ENDTEXT",0,Route.Main)); _cv_reference.Init(); _next_route = Route.NULL; _do_skip_text = false; //UpdateScenerio (Route.Main); }
public virtual void Awake() { animator = GetComponent<CharacterAnimator> (); sp = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<SpFunctions> (); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); m_character = Content.Load<CharacterModel>(@".\graphics\models\Example").CreateAnimator("monster"); m_character.ChangeAnimation("Idle"); // TODO: use this.Content to load your game content here }
void Awake() { characterAnimator = GetComponent<CharacterAnimator>(); }
void Awake() { actNumb = 0; rigid = gameObject.GetComponent<Rigidbody2D> (); stats = gameObject.GetComponent<Stats> (); animator = GetComponent<CharacterAnimator> (); actions = gameObject.GetComponent<Actions> (); infoGets = gameObject.GetComponent<InfoGets> (); clav = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<clavisher> (); Sp=GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<SpFunctions> (); equip = gameObject.GetComponent<Equipment> (); }
public void SetDefaults() { // references to other classes MyGameManager = GetManager.GetGameManager (); MyData = GetManager.GetDataManager (); MyAnimator = gameObject.GetComponent<CharacterAnimator> (); // Sound stuff SoundSource = GetComponent<AudioSource>(); if (transform.childCount >= 2) SoundSource2 = transform.GetChild(1).GetComponent<AudioSource>(); // sound cooldown LastSound = Time.time; MyStats.SetDefaults (); // need a load option instead of defaults MyInventory.Clear (); }
//public Transform neck; public void Start() { animator = (CharacterAnimator)GetComponent("CharacterAnimator"); }