void Start() { characterController = GetComponent <NewCharacterController>(); capsuleCollider = GetComponent <CapsuleCollider>(); unityCharacterController = GetComponent <CharacterController>(); tm = FindObjectOfType <TerrainManager>(); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("State Exit:" + stateInfo.shortNameHash); Debug.Log("StateAxeSwing: " + Animator.StringToHash("AxeSwing")); Debug.Log("StateAxePoweredUpSwing: " + Animator.StringToHash("AxeSwingPoweredUp")); // myAxe.canSwing = false; if (stateInfo.shortNameHash == Animator.StringToHash("AxeSwing") || stateInfo.shortNameHash == Animator.StringToHash("AxeSwingPoweredUp")) { Debug.Log("Exit state!"); animator.SetInteger("AxePower", 0); NewCharacterController player = animator.gameObject.GetComponent <NewCharacterController>(); Axe axeRef = player.Axe.GetComponent <Axe>(); axeRef.canHit = false; player.equipHose(); } }
private void Networker_playerAccepted(NetworkingPlayer player, NetWorker sender) { MainThreadManager.Run(() => { Debug.Log("player accepted"); GameObject[] spawnPoints = GameObject.FindGameObjectsWithTag("Spawn Point"); Vector3 spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)].transform.position; Debug.Log("Found spawn points"); //PlayerController playerController = NetworkManager.Instance.InstantiatePlayer(position: spawnPoint) as PlayerController; NewCharacterController playerController = NetworkManager.Instance.InstantiatePlayer(position: spawnPoint) as NewCharacterController; playerController.networkObject.position = spawnPoint; playerController.networkObject.AssignOwnership(player); //Debug.Log("Player Count: " + NetworkManager.Instance.Networker.Players.Count); NetworkManager.Instance.UpdateMasterServerListing(NetworkManager.Instance.Networker, "Opus", "BattleRoyale", "Solo"); Debug.Log("Player Connected: " + player.Ip); }); }
private NewCharacterController m_character; //gets character conroller private void Start() { m_character = GetComponent <NewCharacterController>(); //gets character controller in the script }