void Awake() { enemyAnimator = GetComponent <EnemyAnimator>(); navMeshAgent = GetComponent <NavMeshAgent>(); target = GameObject.FindWithTag(Tags.PLAYER).transform; enemySounds = GetComponentInChildren <EnemySounds>(); }
void Awake() { enemyAnim = GetComponent <EnemyAnimator>(); navAgent = GetComponent <NavMeshAgent>(); target = GameObject.FindWithTag(Tags.PLAYER_TAG).transform; enemyAudio = GetComponentInChildren <EnemyAudio>(); }
IEnumerator RunRoutine() { EnemyAnimator.SetBool("Run", true); yield return(new WaitForSeconds(0.14f)); MovementPattern(); }
public void Start() { enemyAnimator = this.GetComponent <EnemyAnimator>(); enemyNavigator = this.GetComponent <NavMeshAgent>(); enemyCombat = this.GetComponent <CharacterCombat>(); enemyController = this.GetComponent <EnemyController>(); }
IEnumerator WalkRoutine() { EnemyAnimator.SetBool("Walk", true); yield return(new WaitForSeconds(0.2f)); MovementPattern(); }
private void Awake() { m_Weapon = gameObject.GetRequiredComponent <EnemyWeapon>(); m_Health = gameObject.GetRequiredComponent <EnemyHealth>(); m_Animator = gameObject.GetRequiredComponent <EnemyAnimator>(); m_StateController = gameObject.GetRequiredComponent <EnemyStateController>(); }
void Awake() { //if it is a boss then increase the health of boss accoring to its level if (is_Boss) { health = 100 + bossLevel * 100; } //if it is a boss or a cannibal, get the components if (is_Boar || is_Cannibal) { enemy_Anim = GetComponent <EnemyAnimator>(); enemy_Controller = GetComponent <EnemyController>(); navAgent = GetComponent <NavMeshAgent>(); // get enemy audio enemyAudio = GetComponentInChildren <EnemyAudio>(); } //if it is a player the get the player stats component if (is_Player) { player_Stats = GetComponent <PlayerStats>(); } }
private IEnumerator IcebergCoroutine() { yield return(new WaitForSeconds(icebergFallSeconds)); Vector3 destructionPosition = icebergSpawner.endPosition.position; destructionPosition.y = 0; GameObject iceDestructionParticles = Instantiate(iceDestructionPrefab, destructionPosition, iceDestructionPrefab.transform.rotation); Destroy(iceDestructionParticles, 2f); List <GameObject> enemies = _enemyHolder.enemies; for (int i = enemies.Count - 1; i >= 0; i--) { EnemyDebuff enemyDebuff = enemies[i].GetComponent <EnemyDebuff>(); if (enemyDebuff != null) { enemyDebuff.Freeze(freezeDebuffDurationSeconds * effectMultiplier); } EnemyAnimator enemyAnimator = enemies[i].GetComponent <EnemyAnimator>(); if (enemyAnimator != null) { enemyAnimator.Pause(freezeDebuffDurationSeconds * effectMultiplier); } Health health = enemies[i].GetComponent <Health>(); health.Sub((int)(7f * effectMultiplier)); } }
public void Start() { this.raycastEnemy = GetComponent <RaycastEnemy>(); this.myTransform = gameObject.transform; this.canAttack = GetComponent <EnemyCanAttack>(); this.enemyStateMachine = GetComponent <EnemyStateMachine>(); this.enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); this.target = GameObject.Find("Jumba").transform; this.controllerHitSequence = target.GetComponent <ControllerHitSequence>(); this.interfaceHitCombo = target.GetComponent <InterfaceHitCombo>(); this.controllerHit = target.GetComponent <ControllerHitPlayer>(); this.strikeForce = target.GetComponent <StrikeForce>(); this.enemyLife = GetComponent <EnemyLife>(); this.characterController = GetComponent <CharacterController>(); this.enemyAnimation = GetComponent <EnemyAnimator>(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { EnemyAnimator.SetBool(targetBool, true); } }
void Awake() { enemyAnimator = GetComponent <EnemyAnimator>(); enemyController = GetComponent <EnemyController>(); navMeshAgent = GetComponent <NavMeshAgent>(); enemyAudio = GetComponentInChildren <EnemyAudio>(); }
// Update is called once per frame void Update() { GetDistance(); Vector3 newPlayerPosition = new Vector3(Player.transform.position.x, Player.transform.position.y - 0.5f, Player.transform.position.z); Direction = (newPlayerPosition - transform.position).normalized; switch (enemyState) { case EnemyState.Run: RunBehaviour(); RayView(); break; case EnemyState.Attack: AttackBehaviour(); RayView(); break; case EnemyState.Dead: StartCoroutine(DeathBehaviour()); break; case EnemyState.Idle: IdleBehaviour(); break; } if (CurrentHealth < MaxHealth && ReturnPlayerLife()) { attackPlayer = true; } if (DistanceToPlayer > aggressionDistance) { enemyState = EnemyState.Idle; EnemyAnimator.SetBool("Walk", false); Agent.velocity = Vector3.zero; } if (!attackPlayer && DistanceToPlayer <= aggressionDistance && ReturnPlayerLife()) { enemyState = EnemyState.Run; } else if (attackPlayer && ReturnPlayerLife()) { enemyState = EnemyState.Run; } if (DistanceToPlayer <= _shootRange && playerInSight && ReturnPlayerLife()) { enemyState = EnemyState.Attack; } if (CurrentHealth <= 0) { enemyState = EnemyState.Dead; } }
private void Start() { rb = GetComponent <Rigidbody2D>(); enemyAnimator = GetComponent <EnemyAnimator>(); frogShooting = GetComponentInChildren <FrogShooting>(); rayOrigin.position = transform.position; Player = FindObjectOfType <CharacterMovement>().transform; }
void Start() { ea = GetComponent <EnemyAnimator>(); ec = GetComponent <EnemyController>(); SetHealthToMax(); }
protected override void ClearAnimatorComponent() { if (enemyAnimator != null) { enemyAnimator.Clear(); enemyAnimator = null; } }
private void Awake() { _shooter = GetComponent <Shooter>(); _enemyAnimator = GetComponent <EnemyAnimator>(); _characterAudio = GetComponent <CharacterAudio>(); _target = FindObjectOfType <Player>().transform; }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); navMesh = GetComponent <NavMeshAgent>(); animator = GetComponent <EnemyAnimator>(); wanderDestination = transform.position; layerMask = 1 << LayerMask.NameToLayer("Building"); }
public float waitBeforeAttack = 1.5f; //Time between attacks void Awake() { anim = GetComponent <EnemyAnimator>(); navAgent = GetComponent <NavMeshAgent>(); enemyAudio = GetComponentInChildren <EnemyAudio>(); target = GameObject.FindWithTag("Player").transform; }
private void FixedUpdate() { if (disabledCountDown.CoolDown > 0) { CountDown.DecreaseTime(disabledCountDown); return; } if (model.IsDead) { return; } EnemyUpdate(); if (enemyController.fow.visibleTargets.Count > 0) { enemyController.FindTarget(transform); if (enemyController.target != null) { if (Vector2.Distance(transform.position, enemyController.target.position) > 0.5f) { enemyController.WalkTowardTo(transform, ref model); EnemyAnimator.SetBool("isWalking", true); } else { enemyController.canAttack = true; } } else { EnemyAnimator.SetBool("isWalking", false); } } else { EnemyAnimator.SetBool("isWalking", false); enemyController.target = null; enemyController.canAttack = false; } if (attackCountDown.CoolDown > 0 && enemyController.canAttack) { enemyController.Attack(transform, BoxCollider2D.size, playerLayer); } if (attackCountDown.CoolDown <= 0) { enemyController.targetsAttacked.Clear(); if (enemyController.canAttack) { attackCountDown.StartToCount(); } } }
public override void Start() { EnemyCurrentState = EnemyState.idle; EnemyRigidbody = GetComponent <Rigidbody2D>(); EnemyAnimator = GetComponent <Animator>(); ChaseTarget = GameObject.FindWithTag("Player").transform; EnemyAnimator.SetBool("WakeUp", true); FireDelayCount = FireDelay; }
public void RunBehaviour() { if (EnemyAnimator.GetBool("Attack") == false) { StartCoroutine(WalkRoutine()); } PlayGrowl(); }
private void Dead() { isDead = true; //EnemyAnimator.enabled = false; EnemyAnimator.SetInteger("State", -1); boxcoll.enabled = false; StartCoroutine(ReserveUnable());//오브젝트 꺼짐 예약 State = "Exit"; }
// Update is called once per frame void Update() { GetDistance(); newPlayerPosition = new Vector3(Player.transform.position.x, Player.transform.position.y - 1f, Player.transform.position.z); Direction = (newPlayerPosition - transform.position).normalized; switch (enemyState) { case EnemyState.Run: RunBehaviour(); break; case EnemyState.Attack: AttackBehaviour(); break; case EnemyState.Dead: DeathBehaviour(); break; case EnemyState.Idle: IdleBehaviour(); break; } if (CurrentHealth < MaxHealth && ReturnPlayerLife()) { attackPlayer = true; } if (DistanceToPlayer > aggressionDistance) { enemyState = EnemyState.Idle; EnemyAnimator.SetBool("Run", false); } if (!attackPlayer && DistanceToPlayer <= aggressionDistance && ReturnPlayerLife()) { enemyState = EnemyState.Run; } else if (attackPlayer && ReturnPlayerLife()) { enemyState = EnemyState.Run; } if (DistanceToPlayer <= 2.4f && CurrentHealth > 0 && ReturnPlayerLife()) { enemyState = EnemyState.Attack; RotateTowards(); } if (CurrentHealth <= 0) { enemyState = EnemyState.Dead; } }
void Start() { enemyController = GetComponent <EnemyController>(); enemyAnimator = GetComponent <EnemyAnimator>(); shootPoint = enemyController.shootPoint; bulletType.GetComponent <BulletAnimator>().bulletSpeed = bulletSpeed; canShoot = true; friend = enemyController.transform.gameObject.name; enemy = PlayerManager.instance.player.gameObject.name; }
IEnumerator HitBehaviour() { Agent.speed = 0; yield return(new WaitForSeconds(0.05f)); EnemyAnimator.SetTrigger("GetHit"); yield return(new WaitForSeconds(0.5f)); Agent.speed = MovementSpeed; }
private void UpdateAnims() { float myVelocity = m_agent.velocity.magnitude; Vector3 localVel = transform.InverseTransformDirection(m_agent.velocity.normalized); EnemyAnimator.SetFloat("Velocity", myVelocity); EnemyAnimator.SetFloat("MovementDirectionRight", localVel.x); EnemyAnimator.SetFloat("MovementDirectionForward", localVel.z); }
// Used by the gameManager to set up this enemy. public void Setup(GameManager gameManager, int sortOrder) { this.gameManager = gameManager; enemyAnimator = GetComponent <EnemyAnimator>(); healthSystem = GetComponent <EnemyHealthSystem>(); enemyAnimator.SetSortingOrder(sortOrder); healthSystem.SetSortingOrder(sortOrder); }
public void AttackBehaviour() { EnemyAnimator.SetBool("Run", false); Agent.velocity = Vector3.zero; if (Time.time > NewFireRate) { NewFireRate = Time.time + FireRate; StartCoroutine(AttackRoutine()); } }
IEnumerator Attack() { AttackReady = false; //공격 모션 EnemyAnimator.SetInteger("State", 3); yield return(new WaitForSeconds(0.8f)); environment.SendMessage("AttackMain", Power);//메인주인공 공격 알림 AttackReady = true; }
public void DeathBehaviour() { Agent.velocity = Vector3.zero; EnemyAnimator.SetBool("Dead", true); BoxCollider.enabled = false; Joints.SetActive(false); Agent.radius = 0; PlayDeathGrowl(); OnKill(); }
void forceSetUp() { enemyController = GetComponent<EnemyController>(); enemyAnimator = GetComponent<EnemyAnimator>(); }
//Initialization public void OnSpawn(EnemyState state) { m_Agent = (NavMeshAgent)GetComponent<NavMeshAgent> (); m_PlayerTransform = GameObject.FindGameObjectWithTag ("Player").transform; m_Attack = GetComponent<Attack>(); m_Animator = GetComponentInChildren<EnemyAnimator> (); SetState (state); }
void Awake() { Transform guardProxy = transform.Find("GuardProxy"); Destroy(guardProxy.gameObject); guardObj = Instantiate(guardModel, Vector3.zero, Quaternion.identity) as Transform; guardObj.name = "GuardModel"; guardObj.parent = transform; guardObj.localPosition = Vector3.zero; guardObj.localRotation = Quaternion.identity; RagDollController guardRagDoll = guardObj.gameObject.AddComponent<RagDollController>(); enemyAnimator = GetComponent<EnemyAnimator>(); if (!enemyAnimator) Debug.Log("ERROR: Can't Find Enemy Animator"); enemyController = GetComponent<EnemyController>(); if (!enemyController) Debug.Log("ERROR: Can't Find Enemy Controller"); Transform guardRoot = guardObj.Find ("Guard_Skeleton/Root"); if (!guardRoot) Debug.Log("ERROR: Can't Find Guard Root"); guardRoot.gameObject.AddComponent<ExplosionCatcher>(); Transform guardHead = guardObj.Find ("Guard_Skeleton/Root/UpperBody/Spine1/Spine2/Neck/Head"); if (!guardHead) Debug.Log("ERROR: Can't Find Guard Head"); Transform guardGun = guardObj.Find ("Guard_Geometry/Guard_Gun"); if (!guardGun) Debug.Log("ERROR: Can't Find Guard Gun"); //Transform guardGunHolster = guardObj.Find ("Guard_Geometry/Guard_GunHolster"); //if (!guardGun) Debug.Log("ERROR: Can't Find Guard Gun Holster"); Transform guardRightHand = guardObj.Find ("Guard_Skeleton/Root/UpperBody/Spine1/Spine2/RightShoulder/RightElbow/RightWrist"); if (!guardRightHand) Debug.Log("ERROR: Can't Find Guard Hand"); Transform guardUpperTorso = guardObj.Find ("Guard_Skeleton/Root/UpperBody/Spine1/Spine2"); if (!guardUpperTorso) Debug.Log("ERROR: Can't Find Guard Torso"); Transform guardUpperBody = guardObj.Find ("Guard_Skeleton/Root/UpperBody"); if (!guardUpperBody) Debug.Log("ERROR: Can't Find Guard UpperBody"); Transform guardBadge = guardObj.Find ("Guard_Geometry/Guard_Badge"); if (!guardBadge) Debug.Log("ERROR: Can't Find Guard Badge"); Transform guardHat = guardObj.Find ("Guard_Geometry/Guard_Hat"); if (!guardHat) Debug.Log("ERROR: Can't Find Guard Hat"); Transform[] accessories = new Transform[2]; accessories[0] = guardBadge; accessories[1] = guardHat; guardGun.parent = guardRightHand; guardBadge.parent = guardUpperTorso; guardHat.parent = guardHead; enemyAnimator.setUp(guardObj, guardUpperBody); enemyController.setUp(guardHead,guardRagDoll, accessories); enemyController.addWeapon(guardGun); setUpData.layerName = "EnemyRagDoll"; setUpData.rootTransform = guardRoot; setUpData.root.collision.center = new Vector3(0.000f, 0.187f, -0.030f); setUpData.root.collision.size = new Vector3(0.507f, 0.575f, 0.305f); setUpData.leftHip.collision.center = new Vector3(-0.221f, 0.000f, 0.000f); setUpData.leftHip.collision.radius = 0.142f; setUpData.leftHip.collision.height = 0.475f; setUpData.leftHip.joint.axis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.leftHip.joint.swingAxis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftKnee.collision.center = new Vector3(-0.35f, 0.000f, 0.000f); setUpData.leftKnee.collision.radius = 0.114f; setUpData.leftKnee.collision.height = 0.459f; setUpData.leftKnee.joint.axis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.leftKnee.joint.swingAxis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.rightHip.collision.center = new Vector3(0.237f, 0.000f, 0.000f); setUpData.rightHip.collision.radius = 0.142f; setUpData.rightHip.collision.height = 0.475f; setUpData.rightHip.joint.axis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.rightHip.joint.swingAxis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightKnee.collision.center = new Vector3(0.35f, 0.000f, 0.000f); setUpData.rightKnee.collision.radius = 0.114f; setUpData.rightKnee.collision.height = 0.459f; setUpData.rightKnee.joint.axis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightKnee.joint.swingAxis = new Vector3(0.0f, 1.0f, 0.0f); setUpData.spine.collision.center = new Vector3(-0.160f, -0.005f, -0.000f); setUpData.spine.collision.size = new Vector3(0.321f, 0.304f, 0.507f); setUpData.spine.joint.axis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.spine.joint.swingAxis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.head.collision.center = new Vector3(0.000f, 0.126f, 0.000f); setUpData.head.collision.radius = 0.126f; setUpData.head.joint.axis = new Vector3(1.0f, 0.0f, 0.0f); setUpData.head.joint.swingAxis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftShoulder.collision.center = new Vector3(0.174f, 0.000f, 0.000f); setUpData.leftShoulder.collision.radius = 0.087f; setUpData.leftShoulder.collision.height = 0.343f; setUpData.leftShoulder.joint.axis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.leftShoulder.joint.swingAxis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftElbow.collision.center = new Vector3(0.270f, 0.000f, 0.000f); setUpData.leftElbow.collision.radius = 0.108f; setUpData.leftElbow.collision.height = 0.542f; setUpData.leftElbow.joint.axis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftElbow.joint.swingAxis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.rightShoulder.collision.center = new Vector3(-0.174f, 0.000f, 0.000f); setUpData.rightShoulder.collision.radius = 0.087f; setUpData.rightShoulder.collision.height = 0.343f; setUpData.rightShoulder.joint.axis = new Vector3(0.0f, 1.0f, 0.0f); setUpData.rightShoulder.joint.swingAxis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightElbow.collision.center = new Vector3(-0.270f, 0.000f, 0.000f); setUpData.rightElbow.collision.radius = 0.108f; setUpData.rightElbow.collision.height = 0.542f; setUpData.rightElbow.joint.axis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightElbow.joint.swingAxis = new Vector3(0.0f, 1.0f, 0.0f); guardRagDoll.setUp(setUpData); }
void Awake() { damageDealer = GetComponent<DamageDealer>(); damageTaker = GetComponent<DamageTaker>(); enemyAnimator = GetComponent<EnemyAnimator>(); }
public void setUp(Transform newHead, RagDollController newRagdoll, Transform[] newAccessories) { head = newHead; ragDoll = newRagdoll; accessories = newAccessories; pathMover = GetComponent<PathMover>(); player = GameObject.FindWithTag ("Player").transform; GameObject guardRoomObj = GameObject.FindWithTag("GuardRoom"); if (guardRoomObj) guardRoom = guardRoomObj.GetComponent<GuardRoom>(); enemyAI = GetComponent<EnemyAI>(); enemyAnimator = GetComponent<EnemyAnimator>(); characterController = GetComponent<CharacterController>(); startWalking(); Events.Listen(gameObject, "SoundEvents"); //color the minimap dot Transform miniMapDot = transform.Find("MiniMapUnit"); if (miniMapDot) { switch (EnemyType) { case EnemyTypes.Guard : miniMapDot.renderer.material.color = Color.red; break; case EnemyTypes.Janitor : miniMapDot.renderer.material.color = Color.cyan; break; default : miniMapDot.renderer.material.color = Color.black; break; } miniMapDot.renderer.material.renderQueue = 3000 + Random.Range(1, 500); } }
void Awake() { Transform janitorProxy = transform.Find("JanitorProxy"); Destroy(janitorProxy.gameObject); janitorObj = Instantiate(janitorModel, Vector3.zero, Quaternion.identity) as Transform; janitorObj.name = "JanitorModel"; janitorObj.parent = transform; janitorObj.localPosition = Vector3.zero; janitorObj.localRotation = Quaternion.identity; RagDollController janitorRagDoll = janitorObj.gameObject.AddComponent<RagDollController>(); enemyAnimator = GetComponent<EnemyAnimator>(); if (!enemyAnimator) Debug.Log("ERROR: Can't Find Enemy Animator"); enemyController = GetComponent<EnemyController>(); if (!enemyController) Debug.Log("ERROR: Can't Find Enemy Controller"); Transform janitorRoot = janitorObj.Find ("Janitor_Skeleton/Root"); if (!janitorRoot) Debug.Log("ERROR: Can't Find janitor Root"); janitorRoot.gameObject.AddComponent<ExplosionCatcher>(); Transform janitorHead = janitorObj.Find ("Janitor_Skeleton/Root/UpperBody/Spine1/Spine2/Neck/Head"); if (!janitorHead) Debug.Log("ERROR: Can't Find Janitor Head"); Transform janitorUpperBody = janitorObj.Find ("Janitor_Skeleton/Root/UpperBody"); if (!janitorUpperBody) Debug.Log("ERROR: Can't Find janitorUpperBody"); Transform janitorRightHand = janitorObj.Find ("Janitor_Skeleton/Root/UpperBody/Spine1/Spine2/RightShoulder/RightElbow/RightWrist"); if (!janitorRightHand) Debug.Log("ERROR: Can't Find Janitor Hand"); Transform janitorUpperTorso = janitorObj.Find ("Janitor_Skeleton/Root/UpperBody/Spine1/Spine2"); if (!janitorUpperTorso) Debug.Log("ERROR: Can't Find Janitor Torso"); Transform janitorMop = janitorObj.Find ("Janitor_Geometry/Janitor_Mop"); if (!janitorMop) Debug.Log("ERROR: Can't Find Janitor Mop"); Transform janitorBucket = janitorObj.Find ("Janitor_Geometry/Janitor_Bucket"); if (!janitorBucket) Debug.Log("ERROR: Can't Find Janitor Bucket"); Transform[] accessories = new Transform[2]; accessories[0] = janitorMop; accessories[1] = janitorBucket; enemyAnimator.setUp(janitorObj, janitorUpperBody); enemyController.setUp(janitorHead, janitorRagDoll, accessories); setUpData.layerName = "EnemyRagDoll"; setUpData.rootTransform = janitorRoot; setUpData.root.collision.center = new Vector3(0.000f, 0.187f, -0.030f); setUpData.root.collision.size = new Vector3(0.507f, 0.575f, 0.305f); setUpData.leftHip.collision.center = new Vector3(-0.221f, 0.000f, 0.000f); setUpData.leftHip.collision.radius = 0.142f; setUpData.leftHip.collision.height = 0.475f; setUpData.leftHip.joint.axis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.leftHip.joint.swingAxis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftKnee.collision.center = new Vector3(-0.35f, 0.000f, 0.000f); setUpData.leftKnee.collision.radius = 0.114f; setUpData.leftKnee.collision.height = 0.459f; setUpData.leftKnee.joint.axis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.leftKnee.joint.swingAxis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.rightHip.collision.center = new Vector3(0.237f, 0.000f, 0.000f); setUpData.rightHip.collision.radius = 0.142f; setUpData.rightHip.collision.height = 0.475f; setUpData.rightHip.joint.axis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.rightHip.joint.swingAxis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightKnee.collision.center = new Vector3(0.35f, 0.000f, 0.000f); setUpData.rightKnee.collision.radius = 0.114f; setUpData.rightKnee.collision.height = 0.459f; setUpData.rightKnee.joint.axis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightKnee.joint.swingAxis = new Vector3(0.0f, 1.0f, 0.0f); setUpData.spine.collision.center = new Vector3(-0.160f, -0.005f, -0.000f); setUpData.spine.collision.size = new Vector3(0.321f, 0.304f, 0.507f); setUpData.spine.joint.axis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.spine.joint.swingAxis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.head.collision.center = new Vector3(0.000f, 0.126f, 0.000f); setUpData.head.collision.radius = 0.126f; setUpData.head.joint.axis = new Vector3(1.0f, 0.0f, 0.0f); setUpData.head.joint.swingAxis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftShoulder.collision.center = new Vector3(0.174f, 0.000f, 0.000f); setUpData.leftShoulder.collision.radius = 0.087f; setUpData.leftShoulder.collision.height = 0.343f; setUpData.leftShoulder.joint.axis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.leftShoulder.joint.swingAxis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftElbow.collision.center = new Vector3(0.270f, 0.000f, 0.000f); setUpData.leftElbow.collision.radius = 0.108f; setUpData.leftElbow.collision.height = 0.542f; setUpData.leftElbow.joint.axis = new Vector3(0.0f, 0.0f, 1.0f); setUpData.leftElbow.joint.swingAxis = new Vector3(0.0f, -1.0f, 0.0f); setUpData.rightShoulder.collision.center = new Vector3(-0.174f, 0.000f, 0.000f); setUpData.rightShoulder.collision.radius = 0.087f; setUpData.rightShoulder.collision.height = 0.343f; setUpData.rightShoulder.joint.axis = new Vector3(0.0f, 1.0f, 0.0f); setUpData.rightShoulder.joint.swingAxis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightElbow.collision.center = new Vector3(-0.270f, 0.000f, 0.000f); setUpData.rightElbow.collision.radius = 0.108f; setUpData.rightElbow.collision.height = 0.542f; setUpData.rightElbow.joint.axis = new Vector3(0.0f, 0.0f, -1.0f); setUpData.rightElbow.joint.swingAxis = new Vector3(0.0f, 1.0f, 0.0f); janitorRagDoll.setUp(setUpData); // }
void Start() { Events.Listen(gameObject, "GuardRadio"); enemyController = GetComponent<EnemyController>(); enemyAnimator = GetComponent<EnemyAnimator>(); pathMover = GetComponent<PathMover>(); if (!enemyAnimator) print ("ERROR: No enemy animator"); }