void Awake() { m_Camera = Camera.main; m_Ani = GetComponent <Animator>(); m_Rigidbody = GetComponent <Rigidbody>(); m_AimSystem = GetComponent <AimSystem>(); m_AimIK = GetComponent <AimIK>(); m_Weapons = new List <Weapon>(); //Get transform of righthand rightHand = transform.GetChild(0).GetChild(0).GetChild(0).GetChild(0).GetChild(2).GetChild(0).GetChild(0).GetChild(0); //오른손의 자식으로 설정된 무기들을 m_Weapons에 추가하고, 비활성화 시킨다. for (int i = 0; i < rightHand.childCount; i++) { Weapon weap = rightHand.GetChild(i).GetComponent <Weapon>(); weap.m_ShootTarget = m_AimSystem.m_RayTarget; m_Weapons.Add(weap); weap.gameObject.SetActive(false); } m_WeaponInhand = m_Weapons[0]; m_WeaponInhand.gameObject.SetActive(true); m_AimIK.SetHandsIKPosition(m_WeaponInhand.m_GrabPosRight, m_WeaponInhand.m_GrabPosLeft); }
void Start() { Application.targetFrameRate = 60; animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); iK = GetComponent <AimIK>(); }
private void AddAimIK() { if (aimIK == null) { if (animator != null) { aimIK = gameObject.AddComponent <AimIK>(); aimIK.solver.poleAxis = Vector3.right; aimIK.solver.poleWeight = 1; //aimIK.solver.AddBone(animator.GetBoneTransform(HumanBodyBones.RightShoulder)); aimIK.solver.AddBone(animator.GetBoneTransform(HumanBodyBones.RightUpperArm)); aimIK.solver.AddBone(animator.GetBoneTransform(HumanBodyBones.RightLowerArm)); aimIK.solver.AddBone(animator.GetBoneTransform(HumanBodyBones.RightHand)); if (aimIK.solver.bones.Length > 0) { aimIK.solver.bones[0].weight = 0; } aimIKTarget = new GameObject(name + " AimIKTarget"); aimIK.solver.target = aimIKTarget.transform; aimIKPole = new GameObject(name + " AimIKPole"); aimIK.solver.poleTarget = aimIKPole.transform; } } }
void Start() { animator = transform.GetComponent <Animator>(); sas = transform.GetComponent <SimpleAimingSystem>(); aik = transform.GetComponent <AimIK>(); laik = transform.GetComponent <LookAtIK>(); }
void GetIKs(Transform root) { if (m_IKs == null && root != null) { m_IKs = new AimIK[0]; Transform ikTrans = PEUtil.GetChild(root, "GrounderIK"); if (ikTrans != null) { for (int i = 0; i < ikBones.Length; i++) { Transform tr = PEUtil.GetChild(ikTrans, ikBones[i]); if (tr != null) { AimIK ik = tr.GetComponent <AimIK>(); if (ik != null) { System.Array.Resize(ref m_IKs, m_IKs.Length + 1); m_IKs[m_IKs.Length - 1] = ik; } } } } } }
void Awake() { m_animator = GetComponent <Animator>(); m_CapsuleCollider = GetComponent <CapsuleCollider>(); m_CharacterController = GetComponent <CharacterController>(); m_AimIk = GetComponent <AimIK>(); }
private void Awake() { anim = GetComponent <Animator>(); shootSys = GetComponent <EnemyShootAttackSystem>(); meleeSys = GetComponent <EnemyMeleeSystem>(); ik = GetComponent <AimIK>(); }
void Awake() { interactionSystem = GetComponent <InteractionSystem>(); mAnim = GetComponent <Animator>(); recoil = GetComponent <Recoil>(); mAimIK = GetComponent <AimIK>(); }
// Use this for initialization void Awake() { m_Data = GetComponent <PlayerData>(); m_CameraMove = Camera.main.GetComponent <CameraMove>(); m_AimIK = GetComponent <AimIK>(); m_Ani = GetComponent <Animator>(); m_Data.m_MaxHp = 100; }
private void Awake() { playerAnimation = GetComponent <PlayerAnimation>(); playerMovement = GetComponent <PlayerMovement>(); playerIK = GetComponent <AimIK>(); handIK = GetComponent <FBIKBoxing>(); spawnProjectiles = GetComponent <SpawnProjectilesScript>(); OnChangeClass(); }
protected override void Start() { base.Start(); this.aim = base.GetComponent <AimIK>(); this.ik = base.GetComponent <FullBodyBipedIK>(); this.aim.Disable(); this.ik.Disable(); this.fpsCamDefaultRot = this.firstPersonCam.transform.localRotation; }
// Use this for initialization void Awake() { m_AimIK = GetComponent <AimIK>(); // m_AimIK.Disable(); //m_FBBIK = GetComponent<FullBodyBipedIK>(); // m_FBBIK.Disable(); m_ModelTran = transform.parent.GetComponentInChildren <PEModelController>().transform; m_DetectorCenter = m_AimIK.solver.transform; m_DefaultAxis = m_AimIK.solver.axis; }
// Use this for initialization void Awake() { stateMan = GetComponent <EnemyStateManager>(); aimIk = GetComponent <AimIK>(); equipMan = GetComponent <EnemyEquipmentManager>(); abilities = GetComponent <EnemyAbilities>(); //条件を否定 ignoreMask = ~ignoreMask; }
// Use this for initialization void Awake() { shootSys = GetComponent <PlayerShootingSystem>(); meleeSys = GetComponent <PlayerMeleeSystem>(); animator = GetComponent <Animator>(); aimIk = GetComponent <AimIK>(); stateMan = GetComponent <PlayerStateManager>(); aimer = GetComponent <PlayerAimer>(); forcusSys = GetComponent <AimForcusSystem>(); }
public FSMState(Transform player) { this.player = player; animator = player.GetComponent <Animator>(); ik = player.GetComponent <AimIK>(); playerController = player.GetComponent <PlayerController>(); characterController = player.GetComponent <CharacterController>(); capsuleCollider = player.GetComponent <CapsuleCollider>(); PlayerFsm = player.GetComponent <PlayerFSM>(); playerRotateWithCamera = player.GetComponent <PlayerRotateWithCamera>(); playerRayCast = player.GetComponent <PlayerRayCast>(); PlayerAudioEffect = player.GetComponent <PlayerAudioEffect>(); }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent <AimIK>(); ik = GetComponent <FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.Disable(); ik.Disable(); fpsCamDefaultRot = firstPersonCam.transform.localRotation; }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent <AimIK>(); ik = GetComponent <FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.enabled = false; ik.enabled = false; // Presuming head is rotated towards character forward at Start headLookAxis = ik.references.head.InverseTransformVector(ik.references.root.forward); // Enable the upper-body aiming pose animator.SetLayerWeight(1, 1f); }
// Use this for initialization void Start() { try { PlayerInput = FindObjectOfType <PlayerInput>(); } catch (System.NullReferenceException) { throw new UnityException("There is no PlayerInput Script. Please add one."); } controller = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); aimIK = GetComponent <AimIK>(); cameraTransform = Camera.main.transform; capsuleHeight = controller.height; capsuleCenter = controller.center; HitColliders = GetComponentsInChildren <DamageZone>(); }
private void OnEnable() { if (characterAnimator == null) { characterAnimator = GetComponent <Animator>(); } if (rb == null) { rb = GetComponent <Rigidbody>(); } //if (rightHandIKAnimator == null) rightHandIKAnimator = rightHandIK.GetComponent<Animator>(); cameraRig.gameObject.SetActive(true); characterAnimator.SetBool("Aiming", true); //characterAnimator.SetLayerWeight(characterAnimator.GetLayerIndex("Right Hand IK"), 1f); //characterAnimator.SetLayerWeight(characterAnimator.GetLayerIndex("Left Hand IK"), 1f); characterAnimator.SetLayerWeight(characterAnimator.GetLayerIndex("Legs"), 1f); aimingRigAnimator.Play("Vertical Aiming", 0, verticalAngle); aimingRigAnimator.Update(1f); if (aimIK == null) { aimIK = GetComponent <AimIK>(); } if (fbbIK == null) { fbbIK = GetComponent <FullBodyBipedIK>(); } if (lookAtIK == null) { lookAtIK = GetComponent <LookAtIK>(); } aimIK.enabled = false; fbbIK.enabled = false; lookAtIK.enabled = false; fbbIK.solver.leftArmChain.bendConstraint.weight = 1f; }
public void Initialize(Player player) { if (player) { _player = player; if (transform.Find("Right Arm IK")) { rightArmAimIK = transform.Find("Right Arm IK").GetComponent <AimIK>(); } if (transform.Find("Left Arm IK")) { leftArmAimIK = transform.Find("Left Arm IK").GetComponent <AimIK>(); } if (transform.Find("Spine IK")) { spineAimIK = transform.Find("Spine IK").GetComponent <AimIK>(); } } }
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>()); }
// Use this for initialization void Start() { ik = GetComponent <AimIK>(); }
// Use this for initialization void Start() { healthBar = GameObject.Find("HealthBar").GetComponent <RectTransform>(); gmanager = GameObject.Find("GameManager").GetComponent <GameManager>(); maxHealth = health; playerAnimsCont = GetComponent <Animation>(); playerCol = GetComponent <CapsuleCollider>(); PlayerAnimator = GetComponent <Animator>(); weppos = GameObject.FindGameObjectWithTag("WepActiveLoc"); wepPanel = GameObject.FindGameObjectWithTag("WeaponsPanel"); ArmMover = GameObject.FindGameObjectWithTag("ArmMover"); PHand = ArmMover.GetComponent <ArmMover>().playerHand; playerarm = GetComponent <AimIK>(); GameObject[] arr = GameObject.FindGameObjectsWithTag("PlayerWeapon"); if (arr.Length < maxWeapons) { weapons = new GameObject[arr.Length]; } else { weapons = new GameObject[maxWeapons]; } wepbuts = new Button[wepPanel.GetComponentsInChildren <Button>(true).Length]; wepbuts = wepPanel.GetComponentsInChildren <Button>(true); int count = 0; foreach (GameObject arrItem in arr) { if (arrItem.name == "SMG") { SMG script = arrItem.GetComponent <SMG>(); weapons[script.weaponIndex] = arrItem; if (script.equiped) { wepbuts[script.weaponIndex].gameObject.SetActive(true); } } if (arrItem.name == "Sword") { Sword script = arrItem.GetComponent <Sword>(); weapons[script.weaponIndex] = arrItem; if (script.equiped) { wepbuts[script.weaponIndex].gameObject.SetActive(true); } } if (arrItem.name == "Pistol") { Pistol script = arrItem.GetComponent <Pistol>(); weapons[script.weaponIndex] = arrItem; if (script.equiped) { wepbuts[script.weaponIndex].gameObject.SetActive(true); } } arrItem.SetActive(false); count++; } if (weapons[currentWeaponIndex] != null) { weapon = weapons[currentWeaponIndex]; } else { weapon = weapons[0]; } }
private void Start() { animator = GetComponent <Animator>(); aimScript = GetComponent <AimIK>(); movementsScript = GetComponent <Movements>(); camerasScript = Camera.main.GetComponent <CameraController>(); // Aiming fieldOfViewNormal = Camera.main.fieldOfView; // Audio audioSource = GetComponent <AudioSource>(); #region Weapons // Fighting mode SetFightingModeOff(); //Sword initiating Weapon sword = new MeleeWeapon( 0, // index "Sword", // name weaponSlot.transform.GetChild(0).gameObject, 20, // damage 2f, // equip rate 0.8f, // holster rate (AudioClip)Resources.Load("Sounds/sword_sounds/sword_swish_1") ); // Pistol initiating Weapon pistol = new RangedWeapon( 1, // index "Pistol", // name weaponSlot.transform.GetChild(1).gameObject, 10, // magazine capacity 250f, // range 30, // damage 0.4f, // serial rate 2.167f, // reload rate 0.867f, // equip rate 1.1f, // holster rate 15, // chargers (AudioClip)Resources.Load("Sounds/pistol_sounds/pistol_shot"), (AudioClip)Resources.Load("Sounds/pistol_sounds/pistol_reload"), weaponSlot.transform.GetChild(1).GetChild(1).GetComponent <ParticleSystem>() ); // Rifle initiating Weapon rifle = new RangedWeapon( 2, // index "Rifle", // name weaponSlot.transform.GetChild(2).gameObject, 30, // magazine capacity 500f, // range 50, // damage 0.12f, // serial rate 2.167f, // reload rate 1.8f, // equip rate 1.2f, // holster rate 10, // chargers (AudioClip)Resources.Load("Sounds/rifle_sounds/m4a4_shot"), (AudioClip)Resources.Load("Sounds/rifle_sounds/m4a4_reload"), weaponSlot.transform.GetChild(2).GetChild(1).GetComponent <ParticleSystem>() ); currentWeaponObject = new GameObject(); weapons = new Weapon[] { sword, pistol, rifle }; weaponsNames = new string[weapons.Length]; for (int i = 0; i < weapons.Length; i++) { weaponsNames[i] = weapons[i].weaponName; } weaponsAmount = weapons.Length - 1; if (weapons.Length > 1) { for (int i = 0; i <= weaponsAmount; i++) { weaponSlot.transform.GetChild(i).gameObject.SetActive(false); } } // Default weapon currentWeaponNumber = rifle.weaponIndex; currentWeaponInstance = weapons[currentWeaponNumber]; StartCoroutine(SetWeapon(currentWeaponInstance.equipRate)); #endregion }
// Use this for initialization void Start() { rigidBody = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); aimIK = GetComponent <AimIK>(); }
public override void LoadCharacterModel(string prefabName) { if (this.Model != null) { GameObject.Destroy(this.Model); } GameObject o = GameObject.Instantiate(Resources.Load(prefabName)) as GameObject; o.transform.parent = this.transform; o.transform.localPosition = Vector3.zero; o.transform.localEulerAngles = Vector3.zero; this.MyAnimator = o.transform.GetComponent <Animator>(); this.MyReference = o.transform.GetComponent <CharacterReference>(); this.MyAnimEventHandler = o.transform.GetComponent <AnimationEventHandler>(); this.MyReference.ParentCharacter = this; this.MyReference.LiveCollider = transform.GetComponent <CapsuleCollider>(); if (this.MyReference.DeathCollider != null) { this.MyReference.DeathCollider.GetComponent <DeathCollider>().ParentCharacter = this; this.MyReference.DeathCollider.enabled = false; } if (this.MyReference.FixedMeleeLeft != null) { this.MyReference.FixedMeleeLeft.Attacker = this; this.MyReference.FixedMeleeLeft.Rebuild(null, null); } if (this.MyReference.FixedMeleeRight != null) { this.MyReference.FixedMeleeRight.Attacker = this; this.MyReference.FixedMeleeRight.Rebuild(null, null); } this.MyAimIK = o.transform.GetComponent <AimIK>(); this.MyAimIK.solver.target = AimTarget; this.MyAimIK.solver.IKPositionWeight = 0; this.MyAimIK.solver.SmoothDisable(); this.MyLeftHandIK = o.transform.GetComponent <LeftHandIKControl>(); this.MyLeftHandIK.Initialize(); this.MyHeadIK = o.transform.GetComponent <HeadIKControl>(); this.MyHeadIK.Initialize(); this.MyHeadIK.LookTarget = LookTarget; //setup animator parameters initial values this.MyAnimator.SetInteger("AlertLevel", 0); this.Model = o; this.Model.name = prefabName; if (this.MyAI != null) { this.MyAI.BlackBoard.EquippedWeapon = null; } //subscribe events this.MyAnimEventHandler.OnMeleeStrikeLeftFinish -= OnMeleeStrikeFinish; this.MyAnimEventHandler.OnMeleeStrikeLeftFinish += OnMeleeStrikeFinish; this.MyAnimEventHandler.OnMeleeStrikeRightFinish -= OnMeleeStrikeFinish; this.MyAnimEventHandler.OnMeleeStrikeRightFinish += OnMeleeStrikeFinish; this.MyAnimEventHandler.OnMeleeBlocked -= OnMeleeBlocked; this.MyAnimEventHandler.OnMeleeBlocked += OnMeleeBlocked; this.MyAnimEventHandler.OnHitReover -= OnInjuryRecover; this.MyAnimEventHandler.OnHitReover += OnInjuryRecover; this.MyAnimEventHandler.OnAnimationActionEnd -= OnAnimationActionEnd; this.MyAnimEventHandler.OnAnimationActionEnd += OnAnimationActionEnd; this.MyAnimEventHandler.OnMeleeStrikeHalfWay -= OnMeleeStrikeHalfWay; this.MyAnimEventHandler.OnMeleeStrikeHalfWay += OnMeleeStrikeHalfWay; this.MyAnimEventHandler.OnStartStrangle -= OnStartStrangle; this.MyAnimEventHandler.OnStartStrangle += OnStartStrangle; this.MyAnimEventHandler.OnEndStrangle -= OnEndStrangle; this.MyAnimEventHandler.OnEndStrangle += OnEndStrangle; this.MyAnimEventHandler.OnFootStep -= OnFootStep; this.MyAnimEventHandler.OnFootStep += OnFootStep; }
void Awake() { m_AimIK = GetComponent <AimIK>(); }
public HumanoidAnimationModule(Animator animator, AimIK m_aimIK, float AimSpeed) : base(animator) { this.m_aimIK = m_aimIK; m_aimSpeed = AimSpeed; }