public void Init() { SetupAnimator(); rigid = GetComponent <Rigidbody>(); rigid.angularDrag = 999f; rigid.drag = 4; rigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; a_hook = activeModel.AddComponent <AnimatorHook>(); a_hook.Init(this); gameObject.layer = 8; ignoreLayers = ~(1 << 9); anim.SetBool("onGround", true); }
private void Start() { health = 100; anim = GetComponentInChildren <Animator>(); enemyTarget = GetComponent <EnemyTarget>(); enemyTarget.Init(this); body = GetComponent <Rigidbody>(); aHook = anim.GetComponent <AnimatorHook>(); if (aHook == null) { aHook = anim.gameObject.AddComponent <AnimatorHook>(); } aHook.Init(null, this); InitRagdoll(); }
public void Init() { r_manager.Init(); mTransform = gameObject.transform; SetupAnimator(); SetupRigidbody(); controllerCollider = GetComponent <Collider>(); SetupRagdoll(); ignoreLayers = ~(1 << 9); ignoreForGround = ~(1 << 9 | 1 << 10); a_hook = activeModel.AddComponent <AnimatorHook>(); a_hook.Init(this); Init_WeaponManager(); SetupCharacter(); }
void Start() { health = 1000; anim = GetComponentInChildren <Animator> (); enTarget = GetComponent <EnemyTarget> (); enTarget.Init(this); rigid = GetComponent <Rigidbody> (); a_hook = anim.GetComponent <AnimatorHook> (); if (a_hook == null) { a_hook = anim.gameObject.AddComponent <AnimatorHook> (); } a_hook.Init(null, this); InitRagdoll(); parryIsOn = false; }
//----------------------------------------------------------------------- //-------------------setters-------------------------- public void Init() { SetUpAnimator(); rigid = GetComponent <Rigidbody>(); rigid.angularDrag = 999; rigid.drag = 4; rigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; inventoryManager = GetComponent <InventoryManager>(); inventoryManager.Init(this); actionManager = GetComponent <ActionManager>(); actionManager.Init(this); pickManager = GetComponent <PickableItemsManager>(); a_hook = activeModel.GetComponent <AnimatorHook>(); if (a_hook == null) { // add AnimatorHook component to the active model. a_hook = activeModel.AddComponent <AnimatorHook>(); } a_hook.Init(this, null); audio_source = activeModel.GetComponent <AudioSource>(); // ignore the damage collider LayerMask when in contact. gameObject.layer = 8; ignoreLayers = ~(1 << 9); anim.SetBool("onGround", true); characterStats.InitCurrent(); UIManager ui = UIManager.singleton; ui.AffectAll(characterStats.hp, characterStats.fp, characterStats.stamina); ui.InitSouls(characterStats._souls); DialogueManager.singleton.Init(this.transform); }
public void Init() { SetupAnimator(); rigid = GetComponent <Rigidbody> (); rigid.angularDrag = Mathf.Infinity; rigid.drag = 4; rigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; inventoryManager = GetComponent <InventoryManager>(); inventoryManager.Init(); actionManager = GetComponent <ActionManager>(); actionManager.Init(this); a_hook = activeModel.AddComponent <AnimatorHook>(); a_hook.Init(this); gameObject.layer = 9; ignoreLayers = ~(1 << 10); anim.SetBool("onGround", true); }
public void Init() { mTransform = this.transform; SetupAnimator(); rigidbody = GetComponent <Rigidbody>(); rigidbody.angularDrag = 999; rigidbody.drag = 4; rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; gameObject.layer = 8; ignoreLayers = ~(1 << 9); ignoreForGroundCheck = ~(1 << 9 | 1 << 10); a_hook = activeModel.AddComponent <AnimatorHook>(); if (a_hook == null) { a_hook = activeModel.AddComponent <AnimatorHook>(); } a_hook.Init(this); }