public HumanoidDamageModule(float health, RagdollUtility ragdoll, HitReaction hitReaction, HumanoidAnimationModule animationModule, Transform headTransfrom, Transform chestTransfrom, OnDestoryDeligate onDestroyCallback, Outline outline) : base(health, onDestroyCallback, outline) { m_ragdoll = ragdoll; m_hitReaction = hitReaction; m_headTransform = headTransfrom; m_chestTransform = chestTransfrom; m_animationSystem = animationModule; }
public HumanoidEquipmentModule(Weapon[] weapons, WeaponProp[] props, MovingAgent.CharacterMainStates state, GameObject target, Recoil recoil, HumanoidAnimationModule animSystem, AgentParameters parameters) { m_currentState = state; m_target = target; m_recoil = recoil; m_animationSystem = animSystem; getAllWeapons(weapons, props); m_agentParameters = parameters; }
public virtual void Awake() { m_agentParameters = this.GetComponent <AgentParameters>(); m_target = new GameObject(); m_movmentVector = new Vector3(0, 0, 0); // Create Animation system. AimIK aimIK = this.GetComponent <AimIK>(); aimIK.solver.target = m_target.transform; m_animationModule = new HumanoidAnimationModule(this.GetComponent <Animator>(), this.GetComponent <AimIK>(), 10); // Create equipment system. Weapon[] currentWeapons = this.GetComponentsInChildren <Weapon>(); WeaponProp[] currentWeaponProps = this.GetComponentsInChildren <WeaponProp>(); m_equipmentModule = new HumanoidEquipmentModule(currentWeapons, currentWeaponProps, m_characterState, m_target, GetComponent <Recoil>(), m_animationModule, m_agentParameters); // Create movment system. m_movmentModule = new HumanoidMovmentModule(this.transform, m_characterState, m_target, m_animationModule); // Create Damage module m_damageModule = new HumanoidDamageModule(5, this.GetComponent <RagdollUtility>(), this.GetComponentInChildren <HitReaction>(), m_animationModule, findHeadTransfrom(), findChestTransfrom(), destroyCharacter, this.GetComponentInChildren <Outline>()); }
public HumanoidMovmentModule(Transform transfrom, MovingAgent.CharacterMainStates characterState, GameObject target, HumanoidAnimationModule animationSystem) : base(target, transfrom) { m_characterState = characterState; m_animationSystem = animationSystem; }