public AudioClip pickUpGem; //the clip to play private void Start() { audioSource = GetComponent <AudioSource>(); //to play the sound spyrosScript = spyro.GetComponent <ThirdPersonMovement>(); //to trigger the floating text touchParticles.SetActive(false); trailParticle.SetActive(false); }
private void Start() { _player = GameObject.Find("Player"); _health = (Health)_player.GetComponent <Health>(); _stamina = (Stamina)_player.GetComponent <Stamina>(); _movement = (ThirdPersonMovement)_player.GetComponent <ThirdPersonMovement>(); }
protected override void Collect(ThirdPersonMovement player) { _weaponHolder = player.GetComponentInChildren <AbilityHolder>().gameObject; AbilitySwap swap = player.GetComponent <AbilitySwap>(); swap.SwapMainAbility(_abilityToSwapIn, _weaponHolder); }
void Update() { #region currentspeed //Copys currentspeed from ThirdPersonMovement (player). GameObject go = GameObject.Find("Player"); ThirdPersonMovement sc = go.GetComponent <ThirdPersonMovement>(); fallingspeed = sc.velocity.y; currentspeed = sc.currentspeed; anim.SetFloat("currentspeed", currentspeed); anim.SetFloat("fallingspeed", fallingspeed); #endregion #region checkIfGrounded //Copys Bool isGrounded from ThirdPersonMovement (player). isGrounded = sc.isGrounded; anim.SetBool("isGrounded", isGrounded); #endregion if (Input.GetButtonDown("Jump") && isGrounded) { anim.Play("BasicMotions@JumpStart01"); } anim.SetBool("isGrounded", isGrounded); }
void Awake() { armRB = player.gameObject.GetComponent <Rigidbody>(); lineRenderer = GetComponent <LineRenderer>(); TPM = FindObjectOfType <ThirdPersonMovement>(); cam = FindObjectOfType <Camera>().transform; }
// Start is called before the first frame update void Start() { _controller = GetComponent <CharacterController>(); _animator = GetComponent <Animator>(); _thirdPerson = GetComponent <ThirdPersonMovement>(); _controls.Player.Jump.performed += OnJump; }
void Start() { animator = GetComponent <Animator>(); thirdPersonMovement = GetComponentInParent <ThirdPersonMovement>(); animatorOverrideController = new AnimatorOverrideController(); animatorOverrideController.runtimeAnimatorController = animator.runtimeAnimatorController; }
/// <summary> /// the code that runs upon initialization of the state /// </summary> /// <param name="controller"></param> public override void OnBegin(ThirdPersonMovement controller) { base.OnBegin(controller); damageMult = 1; mat = controller.GetComponent <Renderer>().material; mat.color = Color.white; shield = controller.shield; }
public static bool ActiveIK(ThirdPersonAction action, ThirdPersonPosture posture, ThirdPersonPosture nextPosture, ThirdPersonMovement movement) { return(action == ThirdPersonAction.EndOfTheWorld && !IKFilter.IsInThirdPersonPostureFilters(posture) && !IKFilter.IsInThirdPersonPostureFilters(nextPosture) && movement != ThirdPersonMovement.Sprint); }
private void PassBallToPlayer(ThirdPersonMovement targetPlayer) { var direction = DirectionTo(targetPlayer); ball.transform.SetParent(null); ball.GetComponent <Rigidbody>().isKinematic = false; ball.GetComponent <Rigidbody>().AddForce(direction * passForce); }
private void Awake() { if (_startingAbility != null) { _abilityLoadout?.EquipAbility(_startingAbility); } _thirdPersonMovement = GetComponent <ThirdPersonMovement>(); _audioSource = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { //int count = attackStringOne.Count; if (Player != null) { playerScriptReference = Player.GetComponent <ThirdPersonMovement>(); playerAnimator = Player.GetComponent <Animator>(); } }
private void OnTriggerExit(Collider other) { ThirdPersonMovement player = other.GetComponent <ThirdPersonMovement>(); if (player) { player.speed += slowDown; } }
void Start() { enemyManager = FindObjectOfType <EnemyManager>(); animator = GetComponent <Animator>(); enemyDetection = GetComponentInChildren <EnemyDetection>(); //movementInput = GetComponent<MovementInput>(); movementInput = GetComponent <ThirdPersonMovement>(); impulseSource = GetComponentInChildren <CinemachineImpulseSource>(); }
/// <summary> /// the code that runs upon initialization of the state /// </summary> /// <param name="controller"></param> public override void OnBegin(ThirdPersonMovement controller) { base.OnBegin(controller); damageMult = 1.2f; mat = controller.GetComponent <Renderer>().material; mat.color = Color.blue; controller.lastAction = 0; shield = controller.shield; }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { ThirdPersonMovement player = other.GetComponent <ThirdPersonMovement>(); if (player) { player.speed -= slowDown; } } }
public void StartCombat() { pmove = PM.playerMove; pload = PM.playerload; //load all weps pload.FirstLoad(Prim, Seco, Util, Move); //TEMP: LOAD PRIM'S ACTION; DO IT in playerloadout FOR REST LATER. Prim.ActionSlot = playerInput.MovementMK.Primary; }
/// <summary> /// the code that runs upon initialization of the state /// </summary> /// <param name="controller"></param> public override void OnBegin(ThirdPersonMovement controller) { base.OnBegin(controller); damageMult = 1.1f; mat = controller.GetComponent <Renderer>().material; mat.color = Color.yellow; sword = controller.sword; sword.transform.localEulerAngles = new Vector3(0, currentAttackAngle, 0); sword.SetActive(true); controller.lastAction = 0; controller.stamina -= 10; }
// Start is called before the first frame update void Start() { speed = GetComponent <Speed>(); playerMovement = GetComponent <ThirdPersonMovement>(); bodyCombinations.Add(defaultBody); bodyCombinations.Add(swordBody); bodyCombinations.Add(axeBody); bodyCombinations.Add(scytheBody); bodyCombinations.Add(legsBody); bodyCombinations.Add(projectileBody); animManager = GetComponent <AnimationManager>(); }
/// <summary> /// the code that runs upon initialization of the state /// </summary> /// <param name="controller"></param> public override void OnBegin(ThirdPersonMovement controller) { damageMult = 0; base.OnBegin(controller); controller.lastAction = 0; dodgeStart = controller.transform.position; dodgeEnd = dodgeStart + controller.currentVelocity.normalized * dodgeDistance; mats = controller.GetComponent <Renderer>().material; mats.color = Color.green; controller.stamina -= 20; }
private void OnTriggerEnter(Collider other) { ThirdPersonMovement player = other.GetComponent <ThirdPersonMovement>(); if (player != null) { Collect(player); //spawn particles/fx beause we need to disable object CollectFeedback(); DisableSelf(); } }
// Start is called before the first frame update void Start() { tabs = new List <Tab>(); currentChat = 0; manager = GameObject.FindGameObjectWithTag("Manager").GetComponent <FarPersonManager>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <ThirdPersonMovement>(); scrolling = false; messageFinnish = false; ReadChatLists(); StartChat(); }
public void OnTransition(State previousState, DaleStateHandler daleStateHandler) { Animator animator = daleStateHandler.animator; ThirdPersonMovement thirdPersonMovement = daleStateHandler.thirdPersonMovement; GravityHandler gravityHandler = daleStateHandler.gravityHandler; gravityHandler.Jump(); Debug.Log("jumping transition"); animator.SetBool("jump", true); animator.SetBool("run", false); animator.SetBool("movingBackward", false); thirdPersonMovement.enabled = false; }
private void OnTriggerEnter(Collider other) { IDamageable <int> damageable = other.GetComponent <IDamageable <int> >(); if (damageable != null) { damageable.Damage(_damageAmount); ThirdPersonMovement playerMove = other.GetComponent <ThirdPersonMovement>(); if (playerMove != null) { playerMove.Knockback(gameObject.transform.position, _knockbackForce); } } }
private void OnTriggerEnter(Collider other) { switch (gameObject.tag) { default: break; } //https://answers.unity.com/questions/50279/check-if-layer-is-in-layermask.html if (Target == (Target | (1 << other.gameObject.layer))) { print("Collided with " + other.gameObject.name + "Layer: " + other.gameObject.layer); print(Target); ThirdPersonMovement playerCharacter = other.transform.GetComponent <ThirdPersonMovement>(); //TODO: Make this generic. Currently this "Weapon" is setup for a bladeclubber's animations if (Wielder.GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).IsName("AttackStringI") && hitCounter1 < 1) { //playerCharacter.AddImpact(transform.forward, 1.0f); if (!playerCharacter.GetIframe()) { playerCharacter.AddImpact(Vector3.zero, 0); print("Knockback 1"); hitCounter1++; print("Hit Counter Attack String I: " + hitCounter1); playerCharacter.healthBar.SetHealth(playerCharacter.healthBar.GetHealth() - 2.5f); SpawnCombatVFX(this.transform); } } else if (Wielder.GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).IsName("AttackStringII") && hitCounter2 < 1) { if (!playerCharacter.GetIframe()) { playerCharacter.AddImpact(Vector3.up, force); print("Knockback 10"); hitCounter2++; print("Hit Counter Attack String II: " + hitCounter2); playerCharacter.healthBar.SetHealth(playerCharacter.healthBar.GetHealth() - 2.5f); SpawnCombatVFX(this.transform); } } /*else * { * playerCharacter.AddImpact(transform.forward, force); * }*/ } }
void Start() { particles = GetComponentInChildren <ParticleSystem>(); playerHealth = FindObjectOfType <PlayerHealth>(); TPM = FindObjectOfType <ThirdPersonMovement>(); bullet = transform.GetChild(1); vignette = FindObjectOfType <VignetteAnimate>(); Vector3 randomOffset = new Vector3(Random.Range(-bulletSpread, bulletSpread), Random.Range(-bulletSpread, bulletSpread), Random.Range(-bulletSpread, bulletSpread)); particles.Stop(); transform.LookAt(TPM.transform); transform.eulerAngles += randomOffset; }
// Update is called once per frame void Update() { //Define position based on a constant x, y , then base final float value = this.GetComponent <BoxCollider>().center.z; Debug.DrawRay(transform.position, transform.forward * (this.GetComponent <BoxCollider>().center.z + 2f), Color.red); RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, this.GetComponent <BoxCollider>().center.z + 2f, Player)) { ThirdPersonMovement playerCharacter = hit.transform.GetComponent <ThirdPersonMovement>(); playerCharacter.AddImpact(transform.forward, force); playerCharacter.healthBar.SetHealth(playerCharacter.healthBar.GetHealth() - 10.0f); } }
//on collision with interactable objects apply a force to those obje private void OnTriggerEnter(Collider collision) { if (collision.gameObject.tag == "Interactable") { Rigidbody _rb = collision.gameObject.GetComponent <Rigidbody>(); playerPosition = player.GetComponent <Transform>(); ThirdPersonMovement playerController = player.GetComponent <ThirdPersonMovement>(); //calculate the direction of the pushc direction = collision.gameObject.transform.position - playerPosition.position; _rb.AddForce(collision.gameObject.transform.up.normalized * vPushForce * playerController.currentPushStrength); _rb.AddRelativeForce(direction.normalized * hPushForce * playerController.currentPushStrength); } }
void Start() { RB = GetComponent <Rigidbody>(); hammerWeapon = FindObjectOfType <HammerWeapon>(); enemy1Script = GetComponentInParent <Enemy1Script>(); TPM = FindObjectOfType <ThirdPersonMovement>(); hips = TPM.gameObject.GetComponent <Rigidbody>(); if (SceneManager.GetActiveScene().buildIndex == 0) { foreach (Rigidbody rb in enemy1Script.rigidbodys) { rb.isKinematic = false; } } }