void Start() { control = GetComponent <CharacterControl>(); anim_control = GetComponent <CharacterAnimationControl>(); control.EnemyInput = ai_Inputs; ResetBrain(); }
public void SetExecTarget(CharacterControl to_be_exec, CharacterAnimationControl exec_anim, Vector3 exec_pos) { has_exec_target = true; ExecTarget = to_be_exec; ExecTargetAnim = exec_anim; CinematicTargetPosition = exec_pos; }
void Start() { controller = GetComponent <CharacterController>(); anim_control = GetComponent <CharacterAnimationControl>(); life_control = GetComponent <CharacterLifePoints>(); LastPosition = transform.position; HitDict = CharacterCombat.GetHBDict(gameObject); if (AllowTilt) { current_tilt_value = 0f; initial_tilt_rotation = TiltTarget.transform.rotation; } IsEnemy = !(GetComponent <EnemyAI>() == null); SetHitboxController(); UpdateAxeState(); InitializeImpulse(); if (!IsEnemy) { SetNormalCamera(); } }
void Start() { anim_control = GetComponent <CharacterAnimationControl>(); char_control = GetComponent <CharacterControl>(); CurrentLifePoints = MaxLifePoints; }
public void ExitExecPlayer() { ResetExecutionCamera(); SetNormalCamera(); has_exec_target = false; ExecTarget = null; ExecTargetAnim = null; }
void Call(Animator animator, bool state) { CharacterAnimationControl anim_control = animator.gameObject.GetComponent <CharacterAnimationControl>(); anim_control.Inform(Information, state); anim_control.ExternalInform(ExternalInfo, state); if (IsHitAnimation) { foreach (string hb_name in HitboxName) { animator.gameObject.GetComponent <CharacterControl>().CombatInform(hb_name, state, HitParameters); } } if (state) { DoReset(animator, ResetOnEnter); } else { DoReset(animator, ResetOnExit); } }
public void SetExecPerformer(CharacterControl current_exec_controller, CharacterAnimationControl current_exec_anim) { ExecPerformer = current_exec_controller; ExecPerformerAnim = current_exec_anim; }