public void SetAttacker(GameObject g) { attacker = g; if (attacker.gameObject.tag == "Player") { direction = attacker.GetComponent<CharacterMovementScript>().Direction; aimMode = attacker.GetComponent<CharacterMovementScript>().AimMode; if (aimMode) { testIKScript = GameObject.FindGameObjectWithTag("Player").GetComponent<TestIKScript>(); position = testIKScript.lookObj.position; this.transform.LookAt(position); } else { //Debug.Log("Tossed Grenade"); position = GameObject.FindGameObjectWithTag("LookAtObj").transform.position; this.transform.LookAt(position); } } else if (attacker.GetComponent<GuardController>()) { if (attacker.GetComponent<GuardController>().movingSpeed < 0) direction = true; else direction = false; } else { position = GameObject.FindGameObjectWithTag("Player").transform.position; this.transform.LookAt(position); } }
bool canfire; //Used to stop certain attacks from firing into the time is right (mainly used for shooting); // Use this for initialization void Start() { player = this.gameObject; paused = false; rigidBody = player.GetComponent <Rigidbody> (); _moving = false; _ground = true; _crouch = false; camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> (); canfire = false; aimBool = false; //This Script handles IK Stuff testIKScript = this.gameObject.GetComponent <TestIKScript>(); player.transform.eulerAngles = new Vector3(0, 180, 0); // This means that the player will start facing left charAnimator = player.GetComponent <Animator> (); charAnimator.SetBool("moving", _moving); // Means that the character is not movin, genrally in the idle charAnimator.SetBool("ground", _ground); // Character is on the ground charAnimator.SetBool("running", _running); // Character is Running charAnimator.SetBool("climbing", _climbing); charAnimator.SetBool("crouching", _crouch); currentWeapon = 2; charAnimator.SetInteger("currentWeapon", currentWeapon); //Set from 100->10 to make demo seem difficult. Maybe make permenant? health = 100f; menu = GameObject.FindGameObjectWithTag("Menu"); healthBar = GameObject.FindGameObjectWithTag("HealthBar").GetComponent <Image>(); menu.SetActive(false); //Health (); }
public void SetAttacker(GameObject g) { attacker = g; if (attacker.gameObject.tag == "Player") { direction = attacker.GetComponent <CharacterMovementScript>().Direction; aimMode = attacker.GetComponent <CharacterMovementScript>().AimMode; if (aimMode) { testIKScript = GameObject.FindGameObjectWithTag("Player").GetComponent <TestIKScript>(); position = testIKScript.lookObj.position; this.transform.LookAt(position); } else { //Debug.Log("Tossed Grenade"); position = GameObject.FindGameObjectWithTag("LookAtObj").transform.position; this.transform.LookAt(position); } } else if (attacker.GetComponent <GuardController>()) { if (attacker.GetComponent <GuardController>().movingSpeed < 0) { direction = true; } else { direction = false; } } else { position = GameObject.FindGameObjectWithTag("Player").transform.position; this.transform.LookAt(position); } }
// Use this for initialization void Start() { player = this.gameObject; paused = false; rigidBody = player.GetComponent<Rigidbody> (); _moving = false; _ground = true; _crouch = false; camera = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Camera> (); canfire = false; aimBool = false; //This Script handles IK Stuff testIKScript = this.gameObject.GetComponent<TestIKScript>(); player.transform.eulerAngles = new Vector3 (0, 180, 0);// This means that the player will start facing left charAnimator = player.GetComponent<Animator> (); charAnimator.SetBool ("moving", _moving); // Means that the character is not movin, genrally in the idle charAnimator.SetBool ("ground", _ground);// Character is on the ground charAnimator.SetBool ("running", _running);// Character is Running charAnimator.SetBool ("climbing", _climbing); charAnimator.SetBool("crouching", _crouch); currentWeapon = 2; charAnimator.SetInteger("currentWeapon", currentWeapon); //Set from 100->10 to make demo seem difficult. Maybe make permenant? health = 100f; menu = GameObject.FindGameObjectWithTag ("Menu"); healthBar = GameObject.FindGameObjectWithTag("HealthBar").GetComponent<Image>(); menu.SetActive (false); //Health (); }