// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { cartucho = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006"); m =cartucho.GetComponent<SkinnedMeshRenderer>(); m.enabled = false; //Instantiate(flash,); casquillos = animator.GetInteger ("casquillos"); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); disparo.disparo (3); anim = GameObject.Find ("animacionColt44-40").GetComponent<Animator> (); anim.SetInteger ("cartuchos",anim.GetInteger("cartuchos")-1); //Transform bone = GetComponent<Animator>().avatar.GetBone(BoneType.LeftShoulder); objetin = GameObject.FindGameObjectsWithTag ("canionColt"); posicionHueso = objetin [0].transform; Debug.Log("Posicion del hgueso -----------------"+posicionHueso.position+"----------------------"); Instantiate (esfera, posicionHueso.position,posicionHueso.rotation); // Script1.disparo (); /*abtenemos posicion del posicion = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/marco").GetComponent<Transform>(); Debug.Log ("+++++++++++ la poscion del flash es: " + posicion.position + "+++++++++++++++++++");canion*/ /*obtenemos un hueso*/ }
// Use this for initialization void Start(){ anim = GetComponent<Animator> (); dispParoDelJugador = GetComponentInParent<disparosDelJugador> (); anim.SetInteger ("cartuchos", municionActual); anim.SetInteger ("reservas", municionReservas); muestraMunicion (); }
// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //Instantiate(flash,); // casquillos = animator.GetInteger ("casquillos"); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); disparo.disparo (.34f); anim = GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<Animator> (); anim.SetInteger ("cartuchos",anim.GetInteger("cartuchos")-1); // Script1.disparo (); }
// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //Instantiate(flash,); // casquillos = animator.GetInteger ("casquillos"); anim = GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<Animator> (); controlArma=GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<controlDeArmasJugador> (); disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); disparo.disparo(controlArma.danio); controlArma.disparar (); objetin = GameObject.FindGameObjectsWithTag ("canionWinchester"); posicionHueso = objetin [0].transform; Instantiate (esfera, posicionHueso.position,posicionHueso.rotation); // Script1.disparo (); }