void AnturaEnterScene() { List <Vector3> AnturaPath = new List <Vector3>(); AnturaPath.Add(ArrayTrees[2].transform.position + Vector3.forward * 3); AnturaPath.Add(ArrayTrees[6].transform.position + Vector3.forward * 3); AnturaPath.Add(ArrayTrees[6].transform.position + Vector3.forward * 3 + Vector3.left * 3); //AnturaPath.Add(ArrayTrees[0].transform.position + Vector3.back * 3); AnturaPath.Add(ArrayTrees[1].transform.position + Vector3.forward * 3); AnturaPath.Add(transform.position + Vector3.left * 40); Vector3[] aAnturaPath = AnturaPath.ToArray(); AnturaAnimationController anturaAC = Antura.GetComponent <AnturaAnimationController>(); anturaAC.IsAngry = true; //anturaAC.IsSad = true; anturaAC.State = AnturaAnimationStates.walking; Antura.transform.DOPath(aAnturaPath, 10, PathType.CatmullRom).OnWaypointChange(delegate(int wayPoint) { Antura.transform.DOLookAt(aAnturaPath[wayPoint], 0.5f); }); }
void Start() { animator = GetComponent <AnturaAnimationController>(); state = State.Running; animator.State = AnturaAnimationStates.walking; }
void Awake() { animator = GetComponent <AnturaAnimationController>(); WalkingState = new WalkAnturaState(this); IdleState = new IdleAnturaState(this); SetCurrentState(IdleState); }
void Awake() { antura = gameObject.GetComponent <AnturaAnimationController>(); antura.State = AnturaAnimationStates.sitting; antura.WalkingSpeed = 0; //walk-0, run-1 status = AnturaContollerState.LEFTHOME; StartCoroutine(co_AnturaNextDesicion()); }
void Start() { foreach (Collider collider in GetComponentsInChildren <Collider>()) { collider.enabled = false; } capsuleCollider.enabled = true; animator = GetComponent <AnturaAnimationController>(); Reset(); }
void Start() { antura = GetComponent <AnturaAnimationController>(); anturaAnimator = GetComponent <Animator>(); antura.SetWalkingSpeed(1); antura.State = AnturaAnimationStates.walking; transform.position += Vector3.right * 25; StartCoroutine(handleAnturasEvents()); thisRound = game.roundsManager.numberOfRoundsPlayed; }
private IEnumerator AnimationCoroutine(Action callback) { var particles = Instantiate(poof, AnturaPosition.position, AnturaPosition.rotation) as GameObject; var particles2 = Instantiate(poof, AnturaPosition.position, AnturaPosition.rotation) as GameObject; particles2.transform.localScale = new Vector3(2, 2, 2); particles2.SetLayerRecursive(AnturaLayers.ModelsOverUI); particles.transform.localScale = new Vector3(2, 2, 2); particles.SetLayerRecursive(AnturaLayers.ModelsOverUI); AssessmentConfiguration.Instance.Context.GetAudioManager().PlaySound(Sfx.Poof); yield return(TimeEngine.Wait(0.15f)); AnturaAnimationController antura = Instantiate(anturaPrefab, AnturaPosition.position, AnturaPosition.rotation) as AnturaAnimationController; antura.gameObject.AddComponent <BringAnturaInFlagSpace>(); antura.transform.localScale = Vector3.zero; antura.transform.DOScale(Vector3.one, 0.2f); yield return(TimeEngine.Wait(0.9f)); antura.DoShout( () => AssessmentConfiguration.Instance.Context.GetAudioManager() .PlaySound(Sfx.DogBarking) ); yield return(TimeEngine.Wait(1.2f)); particles2 = Instantiate(poof, AnturaPosition.position, AnturaPosition.rotation) as GameObject; particles2.transform.localScale = new Vector3(2, 2, 2); particles2.SetLayerRecursive(AnturaLayers.ModelsOverUI); yield return(TimeEngine.Wait(1f)); antura.transform.DOScale(Vector3.zero, 0.2f).SetEase(Ease.InExpo); callback(); }
public void Initialize(GameObject anturaPrefab) { anturaAnimation = GameObject.Instantiate(anturaPrefab).GetComponent <AnturaAnimationController>(); anturaAnimation.transform.SetParent(transform); anturaAnimation.transform.position = exitPosition.position; anturaAnimation.transform.localEulerAngles = new Vector3(0f, 90f); anturaAnimation.transform.localScale = Vector3.one; ChengeGameObjectLayer(anturaAnimation.gameObject); ChengeGameObjectLayer(aspirationParticle); aspirationParticle.SetActive(false); anturaTest = false; noEntry = false; }
void Awake() { /*m_Antura = gameObject.GetComponent<Antura>(); * m_StartPosition = gameObject.transform.position; * m_Antura.SetAnimation(AnturaAnim.SitBreath);*/ m_oAntura = gameObject.GetComponent <AnturaAnimationController>(); m_v3StartPosition = m_oAntura.gameObject.transform.position; m_eAnturaState = AnturaContollerState.SLEEPING; m_fBarkTimeProgress = 0; m_v3Destination = m_oDestination.position; m_oAntura.State = AnturaAnimationStates.sitting; m_oAntura.WalkingSpeed = 0; //walk-0, run-1 m_eAnturaState = AnturaContollerState.ROTATION; m_bRotatingToTarget = true; }
private void Awake() { controller = GetComponent <AnturaAnimationController>(); // Reuse a well made animation antura = gameObject.AddComponent <ReadingGameAntura>(); antura.enabled = false; antura.AllowSitting = true; state = State.Cache(); Entering = EnteringState(); Idle = IdleState(); Exiting = ExitingState(); Angry = AngryState(); Happy = HappyState(); becomeExiting = state.Event(); becomeHappy = state.Event(); becomeAngry = state.Event(); }
void Start() { antura = GetComponent <AnturaAnimationController>(); }
void Awake() { AnimationController = GetComponent <AnturaAnimationController>(); }