예제 #1
0
    private void Awake()
    {
        //Initialize State Machine Engine
        Initialize <States>();

        //Change to our first state
        ChangeState(States.Floating);
        playerHealth = GetComponent <TitanPlayerHealth>();
        defend       = transform.FindChild("Sonar_Ping_Defense_Attack").gameObject;
        scan         = transform.FindChild("Long_Range_Scan").gameObject;
        radar        = transform.FindChild("Sonar_Radar_Scan").gameObject;
        //anim = GetComponentInChildren<Animator>();
        myRigidbody = GetComponent <Rigidbody>() as Rigidbody;
        Instance    = this;
        myTransform = transform;
        myRigidbody.freezeRotation = true;
        myRigidbody.mass           = 10;
    }
예제 #2
0
 public void UpdatePlayerState(TitanPlayerState.States state)
 {
     switch (state)
     {
     case TitanPlayerState.States.Normal:
     {
         Speed = NORMALSPEED;
         JumpForce = NORMALJUMPSPEED;
         pState = TitanPlayerState.States.Normal;
         waterLifting = false;
         isFloating = false;
         break;
     }
     case TitanPlayerState.States.Floating:
     {
         Speed = NORMALSPEED;
         JumpForce = NORMALJUMPSPEED;
         pState = TitanPlayerState.States.Floating;
         canJump = false;
         isFloating = true;
         break;
     }
     case TitanPlayerState.States.UnderWater:
     {
         Speed = UWSPEED;
         JumpForce = UWJUMPSPEED;
         pState = TitanPlayerState.States.UnderWater;
         waterLifting = true;
         isFloating = false;
         break;
     }
     case TitanPlayerState.States.UnderWater2:
     {
         Speed = UW2SPEED;
         JumpForce = UW2JUMPSPEED;
         pState = TitanPlayerState.States.UnderWater2;
         waterLifting = true;
         isFloating = false;
         break;
     }
     default:
         break;
     }
 }
예제 #3
0
    private void Awake()
    {
        //Initialize State Machine Engine
        Initialize<States>();

        //Change to our first state
        ChangeState(States.Normal);

        // prototype defense
        //animator = GetComponent<Animator>();
        // end prototytpe

        myRigidbody = GetComponent<Rigidbody>() as Rigidbody;
        Instance = this;
        myTransform = this.transform;
        myRigidbody.freezeRotation = true;
        myRigidbody.mass = 10;
    }
    private void Awake()
    {
        //Initialize State Machine Engine
        Initialize<States>();

        //Change to our first state
        ChangeState(States.Floating);
        defend = transform.FindChild("Sonar_Ping_Defense_Attack").gameObject;
        anim = GetComponentInChildren<Animator>();
        myRigidbody = GetComponent<Rigidbody>() as Rigidbody;
        Instance = this;
        myTransform = this.transform;
        myRigidbody.freezeRotation = true;
        myRigidbody.mass = 10;
    }