Exemplo n.º 1
0
    /// <summary>
    /// Called once before other scripts in the scene
    /// </summary>
    void Awake()
    {
        // cache the controller's transform for quicker lookup
        _controllerTransform = controller.transform;

        // initialize the weapon
        _currentWeapon            = new ROTD_WeaponProperties();
        _currentWeapon.weaponType = ROTD_Weapon.WEAPON_TYPE.RollingPin;
        _currentWeapon.damage     = gameManager.weapon.GetWeaponDamage(_currentWeapon.weaponType);

        // store the start position and rotation for resetting
        _startPosition = _controllerTransform.position;
        _startRotation = _controllerTransform.localRotation;

        // make sure the probability is in the range between zero and one
        idleAnimationProbability = Mathf.Clamp01(idleAnimationProbability);

        // register the collider and user delegates
        boneAnimation.RegisterColliderTriggerDelegate(ColliderTrigger);
        boneAnimation.RegisterUserTriggerDelegate(UserTrigger);
    }
Exemplo n.º 2
0
    /// <summary>
    /// Called once before other scripts in the scene
    /// </summary>
    void Awake()
    {
        // cache the controller's transform for quicker lookup
        _controllerTransform = controller.transform;

        // initialize the weapon
        _currentWeapon = new ROTD_WeaponProperties();
        _currentWeapon.weaponType = ROTD_Weapon.WEAPON_TYPE.RollingPin;
        _currentWeapon.damage = gameManager.weapon.GetWeaponDamage(_currentWeapon.weaponType);

        // store the start position and rotation for resetting
        _startPosition = _controllerTransform.position;
        _startRotation = _controllerTransform.localRotation;

        // make sure the probability is in the range between zero and one
        idleAnimationProbability = Mathf.Clamp01(idleAnimationProbability);

        // register the collider and user delegates
        boneAnimation.RegisterColliderTriggerDelegate(ColliderTrigger);
        boneAnimation.RegisterUserTriggerDelegate(UserTrigger);
    }