Exemplo n.º 1
0
 /// <summary>
 /// Grabs various components and inits stuff
 /// </summary>
 public virtual void Setup()
 {
     _character             = this.gameObject.GetComponentInParent <Character>();
     _characterGridMovement = _character?.FindAbility <CharacterGridMovement>();
     _weaponModels          = new List <WeaponModel>();
     foreach (WeaponModel model in _character.gameObject.GetComponentsInChildren <WeaponModel>())
     {
         _weaponModels.Add(model);
     }
     CharacterAnimator = _animator;
     // filler if the WeaponAttachment has not been set
     if (WeaponAttachment == null)
     {
         WeaponAttachment = transform;
     }
     if ((_animator != null) && (AutoIK))
     {
         _weaponIK = _animator.GetComponent <WeaponIK>();
     }
     // we set the initial weapon
     if (InitialWeapon != null)
     {
         ChangeWeapon(InitialWeapon, InitialWeapon.WeaponName, false);
     }
 }
Exemplo n.º 2
0
        /// <summary>
        /// Grabs animator, weaponIK, hashes the animation parameter names, and stores initial positions
        /// </summary>
        protected virtual void Initialization()
        {
            _weaponIK = this.gameObject.GetComponent <WeaponIK>();
            _animator = this.gameObject.GetComponent <Animator>();
            _animationParametersHashes = new List <int>();

            foreach (string _animationParameterName in AnimationParametersPreventingIK)
            {
                int newHash = Animator.StringToHash(_animationParameterName);
                _animationParametersHashes.Add(newHash);
            }

            if (WeaponAttachment != null)
            {
                _initialParent        = WeaponAttachment.parent;
                _initialLocalPosition = WeaponAttachment.transform.localPosition;
                _initialLocalScale    = WeaponAttachment.transform.localScale;
                _initialRotation      = WeaponAttachment.transform.rotation;
            }
        }
Exemplo n.º 3
0
 /// <summary>
 /// Grabs various components and inits stuff
 /// </summary>
 public virtual void Setup()
 {
     _character             = this.gameObject.MMGetComponentNoAlloc <Character>();
     _characterGridMovement = this.gameObject.GetComponent <CharacterGridMovement>();
     CharacterAnimator      = _animator;
     // filler if the WeaponAttachment has not been set
     if (WeaponAttachment == null)
     {
         WeaponAttachment = transform;
     }
     if ((_animator != null) && (AutoIK))
     {
         _weaponIK = _animator.GetComponent <WeaponIK>();
     }
     // we set the initial weapon
     if (InitialWeapon != null)
     {
         ChangeWeapon(InitialWeapon, null);
     }
 }