void InitAnimation() { PredatorPlayerStatus predatorStatus = GetComponent <PredatorPlayerStatus>(); //1 - preattack animation[PrePunctureAnimation].wrapMode = WrapMode.ClampForever; animation[PrePunctureAnimation].speed = animation[PrePunctureAnimation].length / PowerAccelerationTime; animation[PrePunctureAnimation].layer = AnimationLayer; //2 - preattach mixed(walking): animation[PrePunctureMixedAnimation].wrapMode = WrapMode.ClampForever; animation[PrePunctureMixedAnimation].speed = animation[PrePunctureMixedAnimation].speed; animation[PrePunctureMixedAnimation].layer = AnimationLayer; animation[PrePunctureMixedAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().spine); //3 - pretoss animation[PreTossAnimation].wrapMode = WrapMode.ClampForever; animation[PreTossAnimation].speed = animation[PrePunctureAnimation].length / PowerAccelerationTime; animation[PreTossAnimation].layer = AnimationLayer; //4 - pretoss-walking animation[PreTossMixedAnimation].wrapMode = WrapMode.ClampForever; animation[PreTossMixedAnimation].speed = animation[PrePunctureAnimation].length / PowerAccelerationTime; animation[PreTossMixedAnimation].layer = AnimationLayer; animation[PreTossMixedAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().spine); //2 - puncture toss animation[PunctureAnimation].layer = AnimationLayer; animation[PunctureAnimation].wrapMode = FetchAnimationWrapMode; animation[FetchLiftAnimation].layer = AnimationLayer; animation[FetchLiftAnimation].wrapMode = FetchAnimationWrapMode; animation[FetchHoldAnimation].layer = AnimationLayer; animation[FetchHoldAnimation].wrapMode = FetchHoldAnimationWrapMode; animation[FetchHoldAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().leftUpperClaw); animation[TossAnimation].layer = AnimationLayer; animation[TossAnimation].wrapMode = TossAnimationWrapMode; animation[TossAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().root); animation[TossAnimation].AddMixingTransform(GetComponent <PredatorPlayerStatus>().rightUpperClaw); animation[TossAnimation].RemoveMixingTransform(GetComponent <PredatorPlayerStatus>().rightUpperClaw); }
void Awake() { controller = this.GetComponent <CharacterController> (); predatorStatus = GetComponent <PredatorPlayerStatus> (); PredatorPlayerUnit = GetComponent <Predator3rdPersonalUnit> (); EnemyLayer = PredatorPlayerUnit.EnemyLayer; RushRadius = PredatorPlayerUnit.RushRadius; CombatCooldown = PredatorPlayerUnit.CombatCoolDown; DefaultCombat_LeftClaw = PredatorPlayerUnit.DefaultCombat_LeftClaw; DefaultCombat_RightClaw = PredatorPlayerUnit.DefaultCombat_RightClaw; DefaultCombat_DualClaw = PredatorPlayerUnit.DefaultCombat_DualClaw; ComboCombats = PredatorPlayerUnit.ComboCombat; foreach (PredatorComboCombat comboCombat in ComboCombats) { comboCombat.Init(); ComboCombatTokenDict [comboCombat.token] = comboCombat; } }
void Awake() { controller = GetComponent <CharacterController>(); // ClawEffectController = GetComponent<Predator3rdPersonVisualEffectController>(); PredatorPlayerUnit = this.GetComponent <Predator3rdPersonalUnit>(); predatorPlayerStatus = this.GetComponent <PredatorPlayerStatus>(); GroundLayer = PredatorPlayerUnit.GroundLayer; JumpOverObstacleLayer = PredatorPlayerUnit.JumpData.ObstacleToJumpOver; PrejumpAnimation = PredatorPlayerUnit.JumpData.PreJumpAnimation; GroundingAnimation = PredatorPlayerUnit.JumpData.GroundingAnimation; JumpingAnimation = PredatorPlayerUnit.JumpData.JumpingAnimation; JumpOverSpeed = PredatorPlayerUnit.JumpData.JumpOverSpeed; JumpoverCheckDistance = PredatorPlayerUnit.JumpData.JumpOverCheckDistance; ForwardJumpTime = PredatorPlayerUnit.JumpData.JumpForwardTime; ForwardJumpSpeed = PredatorPlayerUnit.JumpData.JumpForwardSpeed; ResetJumpInterval = PredatorPlayerUnit.JumpData.ResetJumpInterval; }
void Awake() { controller = GetComponent<CharacterController>(); // ClawEffectController = GetComponent<Predator3rdPersonVisualEffectController>(); PredatorPlayerUnit = this.GetComponent<Predator3rdPersonalUnit>(); predatorPlayerStatus = this.GetComponent<PredatorPlayerStatus>(); GroundLayer = PredatorPlayerUnit.GroundLayer; JumpOverObstacleLayer = PredatorPlayerUnit.JumpData.ObstacleToJumpOver; PrejumpAnimation = PredatorPlayerUnit.JumpData.PreJumpAnimation; GroundingAnimation = PredatorPlayerUnit.JumpData.GroundingAnimation; JumpingAnimation = PredatorPlayerUnit.JumpData.JumpingAnimation; JumpOverSpeed = PredatorPlayerUnit.JumpData.JumpOverSpeed; JumpoverCheckDistance = PredatorPlayerUnit.JumpData.JumpOverCheckDistance; ForwardJumpTime = PredatorPlayerUnit.JumpData.JumpForwardTime; ForwardJumpSpeed = PredatorPlayerUnit.JumpData.JumpForwardSpeed; ResetJumpInterval = PredatorPlayerUnit.JumpData.ResetJumpInterval; }
// Use this for initialization void Awake() { characterController = this.GetComponent <CharacterController>(); PredatorPlayerUnit = this.GetComponent <Predator3rdPersonalUnit>(); playerStatus = GetComponent <PredatorPlayerStatus>(); }
void Awake() { controller = this.GetComponent<CharacterController> (); predatorStatus = GetComponent<PredatorPlayerStatus> (); PredatorPlayerUnit = GetComponent<Predator3rdPersonalUnit> (); EnemyLayer = PredatorPlayerUnit.EnemyLayer; RushRadius = PredatorPlayerUnit.RushRadius; CombatCooldown = PredatorPlayerUnit.CombatCoolDown; DefaultCombat_LeftClaw = PredatorPlayerUnit.DefaultCombat_LeftClaw; DefaultCombat_RightClaw = PredatorPlayerUnit.DefaultCombat_RightClaw; DefaultCombat_DualClaw = PredatorPlayerUnit.DefaultCombat_DualClaw; ComboCombats = PredatorPlayerUnit.ComboCombat; foreach (PredatorComboCombat comboCombat in ComboCombats) { comboCombat.Init (); ComboCombatTokenDict [comboCombat.token] = comboCombat; } }
// Use this for initialization void Awake() { characterController = this.GetComponent<CharacterController>(); PredatorPlayerUnit = this.GetComponent<Predator3rdPersonalUnit>(); playerStatus = GetComponent<PredatorPlayerStatus>(); }
// Use this for initialization void Awake() { attackController = GetComponent <Predator3rdPersonalAttackController>(); predatorPlayerUnit = GetComponent <Predator3rdPersonalUnit>(); playerStatus = GetComponent <PredatorPlayerStatus>(); }
// Use this for initialization void Awake() { attackController = GetComponent<Predator3rdPersonalAttackController>(); predatorPlayerUnit = GetComponent<Predator3rdPersonalUnit>(); playerStatus = GetComponent<PredatorPlayerStatus>(); }