// Use this for initialization void Awake() { playerColl = GetComponent <Collider2D>(); playerAnim = GetComponent <PlayerAnim>(); rb = GetComponent <Rigidbody2D>(); }
void Start() { baseSpeed = speed; playerAnim = GetComponent <PlayerAnim>(); rigidbody = GetComponent <Rigidbody>(); StartCoroutine(Move()); }
public override void Interact() { ProgressStatus status = PlayerScan.instance.progressStatus; PlayerAnim skinstatus = AnimationManager.instance.playerAnim; if ((status == ProgressStatus.E_Start || status == ProgressStatus.E_JungGotShocked) && skinstatus == PlayerAnim.E_Uniform) { SoundManager.PlaySFX("clothes"); AnimationManager.instance.ChangePlayerAnim(PlayerAnim.E_Pajama); if (status == ProgressStatus.E_Start) { PlayerScan.instance.progressStatus = ProgressStatus.E_ChangeClothes; } else if (status == ProgressStatus.E_JungGotShocked) { PlayerScan.instance.progressStatus = ProgressStatus.E_ChangeClothes2; } AnimationManager.instance.playerAnim = PlayerAnim.E_Pajama; } else if (GameManager.CheckCondition(ProgressStatus.E_Chapter2Start, PlayerAnim.E_Pajama)) { SoundManager.PlaySFX("clothes"); //기획서에 없지만 일단 추가 AnimationManager.instance.ChangePlayerAnim(PlayerAnim.E_Uniform); AnimationManager.instance.playerAnim = PlayerAnim.E_Uniform; ObjectManager.GetObject <LivingRoomDoor>().isOpened = true; ObjectManager.GetObject <FrontDoor>().isOpened = true; ObjectManager.GetObject <ToSuperMarketDoor>().isOpened = false; ObjectManager.GetObject <ToSchoolDoor>().isOpened = true; } }
// MainMethod - AttackAnim private void AttackAnim() { if (animCool < 0) { animCool = 0.25f; if (animCount < 1) { animCount++; } else { animCount = 0; pAnim = PlayerAnim.MOVE; } } else { animCool -= Time.deltaTime; } sr.sprite = animMoveList[animCount]; }
// Start is called before the first frame update void Start() { movementSpeed = new float[] { 4.75f, 5.50f, 6.00f, 6.5f, 7.0f }; deltaTime = 0.0f; movementLevel = 0; timeLeft = 0.2f; numberOfDashes = 3; health = 3; isDashing = false; raycastHit = false; attacking = false; previousPositions = new Queue <Vector2>(); rigidBody = transform.GetComponent <Rigidbody2D>(); playerCollider = transform.GetComponent <BoxCollider2D>(); anim = transform.GetComponentInChildren <PlayerAnim>(); sceneController = GameObject.Find("SceneController"); Physics2D.gravity = new Vector2(0, -40.0f); }
public Player(int id, PlayerData playerData) { if (playerData == null) { return; } m_playerData = playerData; m_id = id; GameResModuel resModuel = GameStart.GetInstance().ResModuel; GameObject player = resModuel.LoadResources <GameObject>(EResourceType.Role, playerData.m_playerResPath); player = CommonFunc.Instantiate(player); if (player != null) { player.name = playerData.m_playerName; m_avatar = player.AddComponent <PlayerAvatar>(); m_anim = new PlayerAnim(player); m_anim.InitAnimator(playerData.m_animControllerName); GameObject collider = CommonFunc.GetChild(player, "Collider"); m_collider = new PlayerCollider(playerData.m_moveArea, playerData.m_radius, playerData.m_angle, collider.GetComponent <BoxCollider2D>()); MovePosition(m_playerData.m_bornPosition); } }
void OnCollisionEnter(Collision other) { explosionSound.Play(); if (other.gameObject.tag == "Player2" || other.gameObject.tag == "Player1") { PlayerAnim panim = other.gameObject.GetComponent <PlayerAnim>(); PlayerData pData = other.gameObject.GetComponent <PlayerData>(); Debug.Log("Collided with: " + other.gameObject.name); //Debug.Log("Player Attack 1: " + pAttack.getAttack1); if (!gameObject.GetComponent <SpellFire>().getStrongAttack) { healthManager.takeDamage(other.gameObject, pData.lightAttackDamage); panim.lightHit(); } else { healthManager.takeDamage(other.gameObject, pData.heavyAttackDamage); panim.lightHit(); } Destroy(gameObject); } else { Destroy(gameObject); } }
public void FaintCheck() { faint = true; PlayerAnim pAnim = pig.GetComponent <PlayerAnim>(); pAnim.FiantAnimOn(); }
protected override void Update() { if (!canBeControlled) { return; } float vitesse = _Movement_Update(); _Camera_Update(); _Controls_Update(); _PickItem_Update(); if (vitesse > 0) { PlayerAnim used = PlayerAnim.Walking; if (vitesse > walkingSpeed) { used = PlayerAnim.Running; print("Running"); } animController.SetLoopedState(used, "", true); } else { animController.SetLoopedState(PlayerAnim.Idle, "", true); } }
private void Start() { controller = GetComponent <CharacterController>(); playerAnim = GetComponent <PlayerAnim>(); neck = transform.GetChild(0); rot = transform.eulerAngles; }
public void PlayAnim(PlayerAnim anim) { if (!animator.IsPlaying(animations[anim])) { animator.Play(animations[anim]); } }
void Awake() { controller = this.GetComponent <CharacterController>(); playerAnim = this.GetComponent <PlayerAnim>(); targetPosition = transform.position; //一开始的移动目标为本身,这样才不会进行移动 }
public void setAnimationRoll(PlayerAnim anim) { if (controller2D.CanJump()) { animator.SetTrigger("rollTrigger"); } }
override public void Initialize() { playerAnim = GetComponent <PlayerAnim>(); if (playerAnim == null) { Debug.LogError("在" + gameObject.name + "中,没有找到PlayerAnim组件!"); } playerCollider = GetComponent <CapsuleCollider2D>(); if (playerCollider == null) { Debug.LogError("在" + gameObject.name + "中,没有找到collider组件!"); } colliderNormalSize = playerCollider.size; colliderNormalOffset = playerCollider.offset; CapsuleCollider2D crouchCollider = GameObject.Find("CrouchCollider").GetComponent <CapsuleCollider2D>(); if (crouchCollider == null) { Debug.LogError("在" + gameObject.name + "中,没有找到子物体中crouchCollider组件!"); } colliderCrouchOffset = crouchCollider.offset; colliderCrouchSize = crouchCollider.size; rigid = GetComponent <Rigidbody2D>(); detector = GameObject.Find("FloorDetector").GetComponent <OnFloorDetector>(); if (detector == null) { Debug.LogError("在" + gameObject.name + "中,没有找到子物体中OnFloorDetector组件!"); } debugInfo1 = GameObject.Find("DebugInfo1").GetComponent <Text>(); if (debugInfo1 == null) { Debug.LogError("在" + gameObject.name + "中,没有找到DebugInfo这个ui组件!"); } debugInfo2 = GameObject.Find("DebugInfo2").GetComponent <Text>(); if (debugInfo2 == null) { Debug.LogError("在" + gameObject.name + "中,没有找到DebugInfo这个ui组件!"); } //初始化游戏菜单管理组件 gameMenu = GameObject.Find("GameMenu").GetComponent <GameMenu>(); if (gameMenu == null) { Debug.LogError("在" + gameObject.name + "中,没有找到GameMenu"); } //初始化事件管理器 eventManager = GameObject.Find("EventManager").GetComponent <EventManager>(); if (eventManager == null) { Debug.LogError("在" + gameObject.name + "中,没有找到EventManager"); } }
// Use this for initialization void Start() { du = GameObject.FindObjectOfType <Dungeon>(); state = Turn.PLAYER_TURN; pl = GameObject.FindObjectOfType <PlayerAnim>(); en = GameObject.FindObjectOfType <Enemy>(); hhh = GameObject.FindObjectOfType <TouchSerch>(); }
//*******************************// // MonoBehaviour Functions // //*******************************// private void Start() { m_normalTimeScale = Time.timeScale; m_ph = GetComponent <PlayerHook>(); m_pa = GetComponent <PlayerAnim>(); m_input = GetComponent <PlayerInput>(); m_pm = GetComponent <PlayerMovement>(); }
//アイドル状態 public void IdleAnim() { //スペースが押されて、移動を開始したら、アニメーションをRunに変える if (Input.IsKeyDown(Keys.Space)) { pAnim = PlayerAnim.Run; } }
// Start is called before the first frame update void Start() { rigidbody = GetComponent <Rigidbody2D>(); playerAnim = GetComponent <PlayerAnim>(); spriteRenderer = transform.GetChild(0).GetComponent <SpriteRenderer>(); swordArcRenderer = transform.GetChild(1).GetComponent <SpriteRenderer>(); health = 4; }
void OnTriggerEnter(Collider other) { if (!offlineMode) { if (other.gameObject.tag == "Player1" || other.gameObject.tag == "Player2" && !hasCollided) { if (hasCollided) { return; } //if (other.gameObject == null) return; PlayerAnim panim = other.gameObject.GetComponent <PlayerAnim>(); PlayerAttack pAttack = GetComponent <PlayerAttack>(); PlayerData pData = other.GetComponent <PlayerData>(); if (pAttack == null) { pAttack = playerObj.GetComponent <PlayerAttack>(); } if (pData == null) { return; } if (pData.currentHealth <= 0) { return; } if (pAttack.getAttack1) { //sound.lightAttackedSound(); Debug.Log("Collided with: " + other.gameObject.name); Debug.Log("Player Attack 1: " + pAttack.getAttack1); // if (other.gameObject == null) return; // PlayerAnimation pa = other.gameObject.GetComponent<PlayerAnimation>(); // if (pa == null) return; panim.lightHit(); healthManager.takeDamage(other.gameObject, 10); } if (pAttack.getAttack2) { Debug.Log("Collided with: " + other.gameObject.tag + " name:" + other.gameObject.name); Debug.Log("Player Attack 2: " + pAttack.getAttack2); //if (other.gameObject == null) return; // PlayerAnimation pa = other.gameObject.GetComponent<PlayerAnimation>(); // if (pa == null) return; panim.lightHit(); healthManager.takeDamage(other.gameObject, 20); } hasCollided = true; StartCoroutine(EnableCollision()); } } }
// Start is called before the first frame update void Start() { playerRb = GetComponent <Rigidbody>(); cam = Camera.main; playerHeight = transform.position.y; playerAnim = GetComponentInChildren <PlayerAnim>(); playerHealth = GetComponent <HealthSystem>(); audioManager = FindObjectOfType <AudioManager>(); }
void Awake() { m_anim = GetComponent <PlayerAnim>(); m_controller = GetComponent <PlayerController>(); m_forces = GetComponent <PlayerForces>(); m_dev = GetComponent <PlayerDevToss>(); m_guide = GetComponent <PlayerGuideToss>(); m_stats = new PlayerStats(m_startHealth); }
void Start() { tr = GetComponent <Transform>(); rb = GetComponent <Rigidbody2D>(); playerStats = GetComponent <PlayerStats>(); playerAnim = GetComponent <PlayerAnim>(); stick = FindObjectOfType <Joystick>(); weapon = GameObject.Find("Rappier").GetComponent <Rappier>(); }
protected override void Die() { PlayerAnim.SetInteger(GlobalVariables.UNIQUE_ANIM_VALUE, GlobalVariables.PLAYER_ANIM_DEATH); IgnoreControl = true; //GetComponent<CapsuleCollider>().enabled = false; gameObject.layer = 0; Settings.Instance.Audio.PlayEffect(audioSource, Data.AudioContainer.PlayerSFX.Death); //GetComponent<Rigidbody>().isKinematic = true; }
public void Ground_Update() { PlayerAnim currentAnim = PlayerAnim.Idle; if (hInput != 0) { currentAnim = this.objectBeingCarried ? PlayerAnim.Carry_Walk : PlayerAnim.Walk; } else { currentAnim = this.objectBeingCarried ? PlayerAnim.Carry_Idle : PlayerAnim.Idle; } if (!animator.IsPlaying(animations[currentAnim])) { PlayAnim(currentAnim); } //END ANIMATION STUFF if (objectBeingCarried) { HandleObjectThrow(); } else { CheckGrabs(); } this.currentSpeed = this.speed; if (Sinput.GetButtonDown("Jump")) { SfxManager.instance.PlaySound(SoundType.JUMP); Squash(0.05f).Then(() => { Stretch(); velocity.y = jumpSpeed; }); } if (Sinput.GetButtonDown("Down")) { if (groundCollider.CompareTag("OneWay")) { transform.position += Vector3.down * 0.5f; } } this.currentGravityModifier = this.gravityModifier; //STATE CHANGES if (!grounded) { fsm.ChangeState(PlayerState.Air); } HandleLeftRightMovement(); }
void Start() { //myCam = GameObject.Find("Main Camera"); //finds the main camera; not necessary right now, maybe later playerTransform = gameObject.transform; //sets transform to player transform mouseSet = false; portalset = false; portal2set = false; anim = GetComponent <PlayerAnim>(); audio = GetComponent <AudioSource>(); }
private void Awake() { _levelData = GetComponent<LevelData>(); _playerMove = _levelData.Player.GetComponent<PlayerMove>(); _obstaclesCreator = _levelData.ObstaclesCreatorData.GetComponent<ObstaclesCreator>(); _progressBar = _levelData.ProgressBar.GetComponent<ProgressBar>(); _playerInput = _levelData.Player.GetComponent<PlayerInput>(); _playerCollision = _levelData.Player.GetComponent<PlayerCollision>(); _playerAnim = _levelData.Player.GetComponent<PlayerAnim>(); }
//初期化 public void Initialize() { barrageSpeed = 0; //最初は止まっているので0 tRank = TimingRank.NULL; //最初は評価無し isGameSet = false; //最初はゲームが終了していない状態 pAnim = PlayerAnim.Run; //最初はIdle状態 timing = new Timing(); isStop = false; isThrow = false; }
float reserveMoveHeight; //移動予定の高さ void Start() { rigid = GetComponent <Rigidbody>(); pl = GameObject.FindGameObjectWithTag("Player"); pig = GameObject.FindGameObjectWithTag("pigeon"); pAnim = pig.GetComponent <PlayerAnim>(); audio = GetComponent <AudioSource>(); // TODO あとでタイミング変更するかも EnableOperation(); }
/// <summary> /// 是否正在运行目标状态的动画 /// </summary> /// <param name="state"></param> /// <returns></returns> protected bool IsInAnim(PlayerAnim state) { string name = null; if (!stateAnimNames.TryGetValue(state, out name)) { Debug.LogError("can not find this state anim name"); } return(AnimationController.Instance.IsInStateAnim(name, this)); }
/// <summary> /// 获得指定动画的长度 /// </summary> /// <param name="state"></param> /// <returns></returns> protected float GetAnimLength(PlayerAnim state) { string name = null; if (!stateAnimNames.TryGetValue(state, out name)) { Debug.LogError("can not find this state anim name"); } return(AnimationController.Instance.GetAnimtionClipLength(this, name)); }
private void Start() { // find high score hs = GameObject.FindObjectOfType<HighScore>(); dm = GameObject.FindObjectOfType<DoorManager>(); pa = GameObject.FindObjectOfType<PlayerAnim>(); // setup buttons rawInput = new BitArray(6); playerValue = ToInt (rawInput); playerScore = 0; // scale ui to screen uiUnit = Screen.height / 5.0f; uiStart = (Screen.width / 2.0f) - (uiUnit * 3.0f); // setup style for button text buttonStyle = new GUIStyle(); buttonStyle.font = font; buttonStyle.fontSize = (int)(0.11f * Screen.height); buttonStyle.alignment = TextAnchor.MiddleCenter; scoreStyle = new GUIStyle(); scoreStyle.font = font; scoreStyle.fontSize = (int)(0.06f * Screen.height); scoreStyle.alignment = TextAnchor.UpperLeft; scoreStyle.normal.textColor = Color.white; //Color.cyan; scoreStyle.fontStyle = FontStyle.Bold; hScoreStyle = new GUIStyle(); hScoreStyle.font = font; hScoreStyle.fontSize = (int)(0.06f * Screen.height); hScoreStyle.alignment = TextAnchor.UpperRight; hScoreStyle.normal.textColor = Color.white; hScoreStyle.fontStyle = FontStyle.Bold; }
public void ApplyDeceleration(int playerNum, List<string> keysReleased) { if (gameManager.IsGamePaused == false && gameManager.IsGameOver == false) { Vector3 newPosition = gameObject.transform.position; if (canMove == true) { if (keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].UpKey.ToString()) && keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].DownKey.ToString())) { if (currentVelocityY > 0) { if (SpeculativeContactsScript.PerformSpeculativeContacts(gameObject.transform.position, Vector2.up * currentDirectionY, height * 1.5f) == true) currentVelocityY = 0; else currentVelocityY -= deceleration * Time.deltaTime; } } if (keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LeftKey.ToString()) && keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RightKey.ToString())) { if (currentVelocityX > 0) { if (SpeculativeContactsScript.PerformSpeculativeContacts(gameObject.transform.position, Vector2.right * currentDirectionX, width * 1.5f) == true) currentVelocityX = 0; else currentVelocityX -= deceleration * Time.deltaTime; } } //If no movement keys are being held, play the idle animation. if (keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].UpKey.ToString()) && keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].DownKey.ToString()) && keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LeftKey.ToString()) && keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RightKey.ToString())) { if (currentAnim != PlayerAnim.Idle) //Play the idle animation if it's not already playing. { currentAnim = PlayerAnim.Idle; UpdateDirectionalAnim(); } } } if (keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].UpKey.ToString()) || keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].DownKey.ToString()) || keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LeftKey.ToString()) || keysReleased.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RightKey.ToString())) { if (currentVelocityX < 0) currentVelocityX = 0; if (currentVelocityY < 0) currentVelocityY = 0; newPosition.x += currentVelocityX * currentDirectionX * Time.deltaTime; newPosition.y += currentVelocityY * currentDirectionY * Time.deltaTime; gameObject.transform.position = newPosition; } } }
public void PlayerControllerInput(int playerNum, Vector2 thumbstickVector) { if (playerNum == inputSourceIndex) { if (gameManager.IsGamePaused == false && gameManager.IsGameOver == false) { Vector3 newPosition = gameObject.transform.position; if (canMove == true) { //================================================ MOVEMENT ================================================ if (thumbstickVector.y >= THUMBSTICK_TRIGGER_DEADZONE || thumbstickVector.y <= -THUMBSTICK_TRIGGER_DEADZONE) { if (thumbstickVector.y > 0) { currentDirectionY = 1; currentDirection = Direction.Up; } if (thumbstickVector.y < 0) { currentDirectionY = -1; currentDirection = Direction.Down; } } else currentDirectionY = 0; if (thumbstickVector.x >= THUMBSTICK_TRIGGER_DEADZONE || thumbstickVector.x <= -THUMBSTICK_TRIGGER_DEADZONE) { if (thumbstickVector.x > THUMBSTICK_TRIGGER_DEADZONE) { currentDirectionX = 1; currentDirection = Direction.Right; } if (thumbstickVector.x < THUMBSTICK_TRIGGER_DEADZONE) { currentDirectionX = -1; currentDirection = Direction.Left; } } else currentDirectionX = 0; //Only call PlayerMove() if the thumbstick isn't completely idle. if (((thumbstickVector.y >= THUMBSTICK_TRIGGER_DEADZONE || thumbstickVector.y <= -THUMBSTICK_TRIGGER_DEADZONE)) || (thumbstickVector.x >= THUMBSTICK_TRIGGER_DEADZONE || thumbstickVector.x <= -THUMBSTICK_TRIGGER_DEADZONE)) { PlayerMove(currentDirectionX, currentDirectionY); if (currentAnim != PlayerAnim.Walk) //Move the player and play an animation based on the current direction { currentAnim = PlayerAnim.Walk; UpdateDirectionalAnim(); } } else //If the thumbstick is idle, play the idle animation. { if (currentAnim != PlayerAnim.Idle) //Move the player and play an animation based on the current direction { currentAnim = PlayerAnim.Idle; UpdateDirectionalAnim(); } } } } } }
private void SetBlendWeight(PlayerAnim anim, float px) { animation[PlayerAnimName[(int)anim]].weight = px; }
private void PlayOneShot(PlayerAnim oneShotAnim) { if (_oneShotState != OneShotState.None) { return; } _oneShotState = OneShotState.BlendIn; _currentOnShotAnim = oneShotAnim; var animClip = animation[PlayerAnimName[(int)oneShotAnim]]; animClip.normalizedTime = 0; animClip.speed = 0; RecordBlendWeights(); }
public void PlayerInput(int playerNum, List<string> keysHeld) { if (gameManager.IsGamePaused == false && gameManager.IsGameOver == false) { Vector3 newPosition = gameObject.transform.position; if (canMove == true) { //================================================ MOVEMENT ================================================ if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].UpKey.ToString()) || keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].DownKey.ToString()) || (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LeftKey.ToString()) || keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RightKey.ToString()))) { if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].UpKey.ToString()) || keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].DownKey.ToString())) { if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].UpKey.ToString()) ) { currentDirectionY = 1; currentDirection = Direction.Up; } else if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].DownKey.ToString()) ) //Can no longer do a simple else because of the animation. { currentDirectionY = -1; currentDirection = Direction.Down; } } if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LeftKey.ToString()) || keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RightKey.ToString())) { if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LeftKey.ToString()) ) { currentDirectionX = -1; currentDirection = Direction.Left; } else if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RightKey.ToString()) ) //Can no longer do a simple else because of the animation. { currentDirectionX = 1; currentDirection = Direction.Right; } } //Move the player and play an animation based on the current direction PlayerMove(currentDirectionX, currentDirectionY); if (currentAnim != PlayerAnim.Walk) { currentAnim = PlayerAnim.Walk; UpdateDirectionalAnim(); } } //================================================================================================================= //================================================ BEAM FUNCTIONALITY AND ABILITY ================================================ if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LTurnKey.ToString()) || keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].RTurnKey.ToString())) { if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].LTurnKey.ToString())) RotateBeamKeyboard(1); else RotateBeamKeyboard(-1); } if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].GraborThrowKey.ToString())) { if (canPerformAction == true) { if (selectorBeam.GetComponent<BeamScript>().IsHoldingObject == false) GrabObject(); else ThrowObject(); } } if (keysHeld.Contains(inputManager.PlayerKeybindArray[inputSourceIndex].AbilityKey.ToString())) { UseActive(); } //================================================================================================================= } } }