// Use this for initialization void Start() { theAnimator = GetComponent<Animator> (); theCharacterShoot = GetComponentInParent<CharacterShoot> (); theCharacterJump = GetComponentInParent<CharacterJump> (); }
// Use this for initialization void Start() { theAnimator = GetComponent <Animator> (); theCharacterShoot = GetComponentInParent <CharacterShoot> (); theCharacterJump = GetComponentInParent <CharacterJump> (); }
// Use this for initialization new void Start() { base.Start(); theCamera = FindObjectOfType<MyCamera> (); thePlayer = GameObject.FindGameObjectWithTag("Player"); theCharacterMotor = GetComponent<CharacterMotor> (); theCharacterShoot = GetComponent<CharacterShoot> (); enemyShotStartPos = transform.FindChild ("ShotStartPos").gameObject.GetComponent<Transform> (); }
// Use this for initialization new void Start() { base.Start(); theCamera = FindObjectOfType <MyCamera> (); thePlayer = GameObject.FindGameObjectWithTag("Player"); theCharacterMotor = GetComponent <CharacterMotor> (); theCharacterShoot = GetComponent <CharacterShoot> (); enemyShotStartPos = transform.FindChild("ShotStartPos").gameObject.GetComponent <Transform> (); }
/// 初始化人物的事件 void Awake() { BehaviorState = new CharacterBehaviorState(); _Camera = gameObject.GetComponent <CameraController>(); _controller = GetComponent <CharacterBehaviorController>(); _jetpack = GetComponent <CharacterJetpack>(); _shoot = GetComponent <CharacterShoot> (); _thorns = GetComponent <Thorns>(); _RRRRR = GetComponent <RRRRR>(); _Cure = GetComponent <HealthCure>(); _Tank = GetComponent <Tank>(); _Buff = GetComponent <Buff>(); _SpeedUp = GetComponent <SpeedUp>(); _BigSkill = GetComponent <BigSkill>(); Health = BehaviorParameters.MaxHealth; TankHealth = BehaviorParameters.TankMaxHealth; if (GetComponent <Renderer>() != null) { _initialColor = GetComponent <Renderer>().material.color; } }
protected override void Update() { base.Update(); HitDetect(); if (CharacterSign.Alpha > 0) { CharacterSign.ResizeTo((float)Math.Abs(Math.Sin(Clock.CurrentTime * SineSpeed)) * SineHeight + NormalSize); CharacterSign.RotateTo((float)((Clock.CurrentTime / 1000) * DegreesPerSecond)); } if (Shooting) { //Shooting every half beat timeSinceLastShoot += Clock.ElapsedFrameTime; if (timeSinceLastShoot / 1000.0 > 1 / BPM / 30.0) { //sampleShoot.Play(); CharacterShoot?.Invoke(); timeSinceLastShoot -= 1 / (BPM / 30.0) * 1000.0; } } }
public virtual void OnShoot(CharacterShoot shootingCharacter, GameObject shotCharacter, Vector3 velocity) { // Do nothing }
/// <summary> /// Unity's method called right after this object is /// created, regardless if it's enabled or not. /// </summary> void Awake() { _controller = GetComponent<CharacterController>(); _characterShoot = GetComponent<CharacterShoot>(); _transform = transform; }
public void OnExitShootMode(CharacterShoot character) { // Do nothing (mapped on update) }
public virtual void OnExitShootMode(CharacterShoot character) { // Do nothing }
public void OnShoot(CharacterShoot shootingCharacter, GameObject shotCharacter, Vector3 velocity) { // Plays the shooting effect Transform characterTransform = shotCharacter.transform; int size = shootingCharacter.GetComponent<CharacterSize>().GetSize() + shotCharacter.GetComponent<CharacterSize>().GetSize(); float radius = _controller.radius * size; shoot.PlayEffect(characterTransform.position + radius * velocity.normalized, Quaternion.LookRotation(Vector3.forward, velocity), size); }
void Awake() { // Retrieves the desired components _transform = transform; _ccc = GetComponent<CharacterControllerCustom>(); _characterSize = GetComponent<CharacterSize>(); _characterFusion = GetComponent<CharacterFusion>(); _characterShoot = GetComponent<CharacterShoot>(); _controller = GetComponent<CharacterController>(); _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>(); }
/// <summary> /// Unity's method called right after the object is created. /// </summary> void Awake() { // Retrieves the desired components _ccc = GetComponentInParent<CharacterControllerCustom>(); _characterSize = GetComponentInParent<CharacterSize>(); _characterFusion = GetComponentInParent<CharacterFusion>(); _characterShoot = GetComponentInParent<CharacterShoot>(); _animator = GetComponent<Animator>(); _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>(); _drop = transform.parent.gameObject; }
public void OnShoot(CharacterShoot shootingCharacter, GameObject shotCharacter, Vector3 velocity) { // Plays the shoot sound shoot.PlayAudio(shoot.shootSound); }
// Use this for initialization void Start() { theCharacterShoot = GetComponent<CharacterShoot> (); theCharacterJump = GetComponent<CharacterJump> (); theCharacterMotor = GetComponent<CharacterMotor> (); }
/// <summary> /// Unity's method called right after the object is created. /// </summary> void Awake() { // Retrieves the desired components _ccc = GetComponentInParent<CharacterControllerCustom>(); _characterSize = GetComponentInParent<CharacterSize>(); _characterShoot = GetComponentInParent<CharacterShoot>(); _characterShootTrajectory = GetComponentInParent<CharacterShootTrajectory>(); _eyesAttacher = GetComponent<EyesAttacher>(); _transform = transform; _parent = _transform.parent; // Saves the model offset _originalModelOffset = _transform.localPosition; // Gets the joint information _joints = GetComponentsInChildren<Joint>(); _jointsConnectedBodies = _joints.Select(e => e.connectedBody).ToArray(); _originalJointsPosition = _joints.Select(e => e.transform.localPosition).ToArray(); }
// Use this for initialization void Start() { theCharacterShoot = GetComponent <CharacterShoot> (); theCharacterJump = GetComponent <CharacterJump> (); theCharacterMotor = GetComponent <CharacterMotor> (); }
public void OnExitShootMode(CharacterShoot character) { // Plays the exit shoot mode sound shoot.PlayAudio(shoot.exitShootModeSound); }
public void OnEnterShootMode(CharacterShoot character) { // Do nothing }
/// <summary> /// Unity's method called right after the object is created. /// </summary> void Awake() { // Retrieves the desired components _originalAudioSource = GetComponent<AudioSource>(); _ccc = GetComponent<CharacterControllerCustom>(); _characterSize = GetComponent<CharacterSize>(); _characterFusion = GetComponent<CharacterFusion>(); _characterShoot = GetComponent<CharacterShoot>(); // The walk's audio source is the original one walk.audioSource = _originalAudioSource; // Creates a copy of the audio source for the other sounds jump.audioSource = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject); land.audioSource = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject); fuse.audioSource = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject); shoot.audioSource = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject); hit.audioSource = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject); irrigate.audioSource = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject); }
public void OnShoot(CharacterShoot shootingCharacter, GameObject shotCharacter, Vector3 velocity) { // Sets the shoot trigger on the animator _animator.SetTrigger(CharacterAnimatorParameters.Shoot); }