예제 #1
0
 public override void InitAbility(AbilityController controller)
 {
     base.InitAbility(controller);
     deltaTimer             = GetResource.DeltaTimer();
     movementController     = controller.GetComponent <PlayerMovementController>();
     isPressingMovementKeys = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool;
     hitboxController       = controller.GetComponent <PlayerController>().hitboxController;
     animController         = controller.GetComponent <PlayerAnimationController>();
     movementInput          = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs;
     isInAction             = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool;
 }
        public override void Init()
        {
            base.Init();

            playerAnimData = Resources.Load("Player/Animations/PlayerAnimationData") as PlayerAnimationData;
            isPressingMovementKeysInput    = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool;
            verticalNormalizedMoveAmount   = Resources.Load("Player/Movement/Player - Normalized Movement Vertical") as ScriptableFloat;
            horizontalNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Horizontal") as ScriptableFloat;

            playerAnimData.ConvertAnimsToHash();
            SetAnimBool(animData.isPlayerBool, true);
        }
예제 #3
0
 public void Init(AIStateController stateCon)
 {
     stateController               = stateCon;
     fieldOfViewController         = stateCon.GetComponentInChildren <FieldOfViewController>();
     inventoryController           = stateCon.GetComponent <AIInventoryController>();
     movementController            = stateCon.GetComponent <AIMovementController>();
     animController                = stateCon.GetComponent <AnimationController>();
     lineOfSightObstaclesLayerMask = Resources.Load("LayerMasks/LayerMask_AI_Line Of Sight Obstacles") as ScriptableLayerMask;
     deltaTime           = GetResource.DeltaTimer();
     runtimeWeaponInHand = inventoryController.currentWeaponRuntime;
     inventoryController.currentWeaponRuntime.AttackCooldownEnd();
     inventoryController.rangedWeaponRuntime.currentAmmoInMagazine = inventoryController.rangedWeaponRuntime.rangedData.maxMagazineAmmoAmount;
 }
        public void Init(AIStateController stateCon)
        {
            stateController = stateCon;
            deltaTime       = GetResource.DeltaTimer();

            if (currentTargetNumber >= targetNetwork.targets.Count - 1)
            {
                currentTargetNumber = 0;
            }

            currenTargetToLookAt = targetNetwork.targets[currentTargetNumber].transform;
            lookAtTargetDuration = targetNetwork.targets[currentTargetNumber].lookDuration;

            stateController.StartCoroutine(LookAtTargetTimer());
        }
        public override void Init()
        {
            movementSpeed = movementData.moveSpeed;
            rigidBod      = GetComponent <Rigidbody>();
            gameCamera    = FindObjectOfType <CamControllerGameplay>().GetComponent <Camera>();
            aimTarget     = FindObjectOfType <PlayerAimTargetIdentifier>().transform;

            verticalNormalizedMoveAmount    = Resources.Load("Player/Movement/Player - Normalized Movement Vertical") as ScriptableFloat;
            horizontallNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Horizontal") as ScriptableFloat;

            isPlayerInAction = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool;
            movementInput    = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs;

            deltaTime = Resources.Load("Core Variables/DeltaTimer") as ScriptableFloat;
        }
예제 #6
0
      public void Init(AIStateController stateCon)
      {
          stateController     = stateCon;
          movementController  = stateCon.GetComponent <AIMovementController>();
          animationController = stateCon.GetComponent <AnimationController>();
          deltaTime           = GetResource.DeltaTimer();

          if (waypointNetwork == null)
          {
              return;
          }
          currentWaypointInList--;

          if (currentWaypointInList <= 0)
          {
              currentWaypointInList++;
          }

          if (currentWaypointInList >= waypointNetwork.wayPoints.Count)
          {
              currentWaypointInList = 0;
          }
      }
예제 #7
0
 public override void Init()
 {
     gameCam         = FindObjectOfType <CamControllerGameplay>().GetComponent <Camera>();
     deltaTimer      = GetResource.DeltaTimer();
     currentMousePos = Resources.Load("Inputs/Mouse Inputs/Input_MousePosWorldSpace") as ScriptableVector3;
 }