예제 #1
0
 /// <summary>
 /// Initialize the collider layers after the UltimateCharacterLocomotion has been initialized.
 /// </summary>
 private void Start()
 {
     if (!string.IsNullOrEmpty(m_DamagedEffectName))
     {
         m_DamagedEffect = m_CharacterLocomotion.GetEffect(Shared.Utility.TypeUtility.GetType(m_DamagedEffectName), m_DamagedEffectIndex);
     }
 }
예제 #2
0
        /// <summary>
        /// Initialize the collider layers after the UltimateCharacterLocomotion has been initialized.
        /// </summary>
        protected override void Start()
        {
            base.Start();

            if (!string.IsNullOrEmpty(m_DamagedEffectName))
            {
                m_DamagedEffect = m_CharacterLocomotion.GetEffect(Shared.Utility.TypeUtility.GetType(m_DamagedEffectName), m_DamagedEffectIndex);
            }
        }
예제 #3
0
        /// <summary>
        /// Retrieves the specified effect.
        /// </summary>
        public override void OnStart()
        {
            var target = GetDefaultGameObject(m_TargetGameObject.Value);

            if (target != m_PrevTarget)
            {
                m_CharacterLocomotion = target.GetCachedComponent <UltimateCharacterLocomotion>();
                m_Effect     = m_CharacterLocomotion.GetEffect(TaskUtility.GetTypeWithinAssembly(m_EffectType.Value));
                m_PrevTarget = target;
            }
        }
예제 #4
0
        /// <summary>
        /// Awake is called after all of the actions have been initialized.
        /// </summary>
        public override void Awake()
        {
            base.Awake();

            if (!string.IsNullOrEmpty(m_EffectName))
            {
                m_Effect = m_CharacterLocomotion.GetEffect(Shared.Utility.TypeUtility.GetType(m_EffectName), m_EffectIndex);
            }
            if (m_Effect == null)
            {
                Debug.LogError($"Error: Unable to find effect {m_EffectName}.");
            }
        }
예제 #5
0
        /// <summary>
        /// Initialize the collider layers after the UltimateCharacterLocomotion has been initialized.
        /// </summary>
        private void Start()
        {
            m_ColliderGameObjects = new GameObject[m_CharacterLocomotion.ColliderCount];
            for (int i = 0; i < m_ColliderGameObjects.Length; ++i)
            {
                m_ColliderGameObjects[i] = m_CharacterLocomotion.Colliders[i].gameObject;
            }
            m_ColliderLayers = new int[m_CharacterLocomotion.ColliderCount];

            if (!string.IsNullOrEmpty(m_DamagedEffectName))
            {
                m_DamagedEffect = m_CharacterLocomotion.GetEffect(UnityEngineUtility.GetType(m_DamagedEffectName), m_DamagedEffectIndex);
            }
        }