Exemplo n.º 1
0
    //  public GameObject toDestroy;
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        var parent = animator.GetComponentsInParent <Transform>().FirstOrDefault();

        // if (parent != null)
        Destroy(parent.gameObject, stateInfo.length);
    }
Exemplo n.º 2
0
    // 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)
    {
        var character = animator.GetComponentsInParent<MobileAnimationController>()[0];

        if (!character)
        {
            //animator.SetInteger("Attack_ID", 0);
            return;
        }
        
        character.RestAttack();
    }
Exemplo n.º 3
0
    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        animator.GetComponentInParent <EnemyController2D>().enabled = false;
        animator.GetComponentInParent <Rigidbody2D>().simulated     = false;
        animator.GetComponentInParent <FireWorm>().healthBar.transform.parent.gameObject.SetActive(false);
        animator.GetComponentInParent <FireWorm>().enabled = false;
        var colliders = animator.GetComponentsInParent <CapsuleCollider2D>();

        foreach (var collider in colliders)
        {
            collider.enabled = false;
        }
    }
Exemplo n.º 4
0
 private void InitAnimators()
 {
     Animator[] componentsInChildren = base.get_transform().GetComponentsInChildren <Animator>(true);
     for (int i = 0; i < componentsInChildren.Length; i++)
     {
         Animator animator = componentsInChildren[i];
         if (animator.get_enabled())
         {
             FXLOD[] componentsInParent = animator.GetComponentsInParent <FXLOD>(true);
             if (!this.IsShield(componentsInParent))
             {
                 this.m_animators.Add(animator);
             }
         }
     }
 }
    // 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)
    {
        _playerCollider2D = animator.GetComponentsInParent<Collider2D>();
        for (int i = 0; i < _playerCollider2D.Length; i++) {
            _playerCollider2D[i].enabled = false;
        }

        if (DisableGravity) {
            _playerRigidBody2D = animator.GetComponentInParent<Rigidbody2D>();
            _gravitySaved = _playerRigidBody2D.gravityScale;
            _playerRigidBody2D.gravityScale = 0.0f;

            _velocitySaved = _playerRigidBody2D.velocity;
            _playerRigidBody2D.velocity = Vector2.zero;
        }
    }
Exemplo n.º 6
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        var character = animator.GetComponentsInParent<MobileAnimationController>()[0];

        character.resting = false;
    }