Пример #1
0
 // 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)
 {
     WIHolder whtemp = animator.gameObject.GetComponentInParent<Character>().gameObject.GetComponentInChildren<WIHolder>();
     pos = whtemp.gameObject.transform.localPosition;
     rot = whtemp.gameObject.transform.localRotation;
     animator.GetComponent<IKHands>().ikActive = false;
     whtemp.gameObject.transform.SetParent(animator.GetComponentInChildren<RHandItPos>().gameObject.transform);
     whtemp.gameObject.transform.localPosition = Vector3.zero;
 }
Пример #2
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 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (_enemy == null)
     {
         _enemy = animator.GetComponent<Enemy>();
         _ardColl = animator.GetComponentInChildren<AttackRangeDetector>().GetComponent<Collider>();
     }
     _ardColl.enabled = false;
 }
Пример #3
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 void Awake()
 {
     particles = vulture.GetComponent <ParticleSystem>();
     vulture.GetComponentInChildren <EnemyAttackCollider>().Direction = direction;
     box = this.GetComponent <BoxCollider2D>();
 }
Пример #4
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 // 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)
 {
     agent = animator.GetComponentInChildren<NavMeshAgent>();
     player = GameObject.FindWithTag("Player").transform;
 }
 void Warning(string message)
 {
     warning.GetComponentInChildren <TextMeshProUGUI>().text = message;
     warning.SetTrigger("PopUp");
 }
Пример #6
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 // 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)
 {
     Boss          = animator.GetComponent <Boss>();
     eggmanBoss    = animator.GetComponentInChildren <DrEggmanBoss>();
     Boss.canBeHit = false;
 }
Пример #7
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 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     animator.GetComponentInChildren <LaserBeam>().DeactivateBeam();
     AudioMaster.Instance.PlaySoundEffect("LaserOff");
 }
Пример #8
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 public void Capture(Animator anim)
 {
     anim.GetComponentInChildren <UIEffectCapturedImage>().Capture();
     anim.SetTrigger("Capture");
 }
Пример #9
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    private void FixedUpdate()
    {
        if (!isWalking && !isAttacking && !isDying && !gm.isBusy && !inMenu)
        {
            if (Input.GetButton("Horizontal") && Input.GetAxisRaw("Horizontal") > 0f)
            {
                if (gm.checkIfMoveableTile(mapX + 1, mapY, GameManagerGameTypeEnum.Player) || cheatMode)
                {
                    targetPosition = new Vector3(playerRect.localPosition.x + gm.cellWidth, playerRect.localPosition.y, zPos);

                    playerAnimator.SetBool("isWalking", true);
                    playerAnimator.Play(walkAnimation);
                    isWalking          = true;
                    playerSprite.flipX = false;
                    mapX++;
                }
            }
            else if (Input.GetButton("Horizontal") && Input.GetAxisRaw("Horizontal") < 0f)
            {
                if (gm.checkIfMoveableTile(mapX - 1, mapY, GameManagerGameTypeEnum.Player) || cheatMode)
                {
                    targetPosition = new Vector3(playerRect.localPosition.x - gm.cellWidth, playerRect.localPosition.y, zPos);

                    playerAnimator.SetBool("isWalking", true);
                    playerAnimator.Play(walkAnimation);
                    isWalking          = true;
                    playerSprite.flipX = true;
                    mapX--;
                }
            }
            else if (Input.GetButton("Vertical") && Input.GetAxisRaw("Vertical") > 0f)
            {
                if (gm.checkIfMoveableTile(mapX, mapY - 1, GameManagerGameTypeEnum.Player) || cheatMode)
                {
                    targetPosition = new Vector3(playerRect.localPosition.x, playerRect.localPosition.y + gm.cellHeight, zPos);
                    playerAnimator.SetBool("isWalking", true);
                    playerAnimator.Play(walkAnimation);
                    isWalking = true;
                    mapY--;
                }
            }
            else if (Input.GetButton("Vertical") && Input.GetAxisRaw("Vertical") < 0f)
            {
                if (gm.checkIfMoveableTile(mapX, mapY + 1, GameManagerGameTypeEnum.Player) || cheatMode)
                {
                    targetPosition = new Vector3(playerRect.localPosition.x, playerRect.localPosition.y - gm.cellHeight, zPos);
                    playerAnimator.SetBool("isWalking", true);
                    playerAnimator.Play(walkAnimation);
                    isWalking = true;
                    mapY++;
                }
            }
            else if (Input.GetButton("Fire1"))
            {
                //playerAnimator.SetBool("isAttacking", true);
                playerAnimator.Play(attackAnimation);
                playerAnimator.GetComponentInChildren <AudioSource>().Play();
                isAttacking = true;
            }
            else if (Input.GetButtonDown("Fire2"))
            {
                inMenu = true;
                gameMenuManager.menuObject.SetActive(true);
                activeMenu = gameMenuManager;
            }
        }
        else if (inMenu)
        {
            activeMenu.processInput();
        }
    }
Пример #10
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 /// <summary>
 /// Displays Log messages from the Manomotion Flags
 /// </summary>
 /// <param name="message">Requires the string message to be displayed</param>
 void DisplayLogMessage(string message)
 {
     debugLogAnimator.Play("SlideIn");
     debugLogAnimator.GetComponentInChildren <Text>().text = message;
 }
Пример #11
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    // 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)
    {
        AudioSource soundSrc = animator.GetComponentInChildren <AudioSource>();

        soundSrc.PlayDelayed(2.1f);
    }
Пример #12
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)
 {
     particles = animator.GetComponentInChildren <ParticleSystem>();
     particles.Play();
 }
Пример #13
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    ///Script de comportamiento durante la animación de intro de boss lvl 4. Elimina la cadena de la plataforma que se cierra detrás del jugador.

    //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)
    {
        Destroy(animator.GetComponentInChildren <WallDropPlatform>().gameObject);
    }
 private void Awake()
 {
     playerSpriteRen = playerAnimator.GetComponent <SpriteRenderer>();
     onGround        = playerAnimator.GetComponentInChildren <OnGround>();
 }
Пример #15
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 // 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)
 {
     animator.GetComponentInChildren <CircleCollider2D> ().enabled = true;
 }
Пример #16
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 public void Open(Animator anim)
 {
     anim.GetComponentInChildren <UIEffectCapturedImage>().Capture();
     anim.gameObject.SetActive(true);
     anim.SetTrigger("Open");
 }
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     goblin = animator.GetComponentInChildren <GoblinAttack>();
 }
    // 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)
    //{
    //
    //}

    // 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)
    {
        gun_logic gun_logic = animator.GetComponentInChildren <gun_logic>();

        gun_logic.reload_state(false);
    }
 // 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)
 {
     animator.SetInteger("Animation", 0);
     animator.GetComponentInChildren <WeaponBehaviour>().comboCheck();
 }
Пример #20
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	 // 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) 
    {
        animator.SetBool("CanAttack", false);
        animator.GetComponentInChildren<MeleeAttack>().GetComponent<CircleCollider2D>().enabled = true;
	}
Пример #21
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)
 {
     playerInfo = GameObject.FindGameObjectWithTag("GameData").GetComponent <PlayerInfo>();
     animator.SetBool("Attack", true);
     attackPlayer = animator.GetComponentInChildren <AttackPlayer>();
 }
Пример #22
0
        /// <summary>
        /// Occurs when the animator enters the parent state, creates hand particles and targeting.
        /// </summary>
        /// <param name="animator">Reference to the parent animator.</param>
        /// <param name="stateInfo">Information about the state.</param>
        /// <param name="layerIndex">Index of the current animator layer.</param>
        public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            // set the magic spawn point
            if (!tMagicSpawn)
            {
                bAI = !(animator.gameObject.tag == "Player");
                if (!bAI)
                {
                    tMagicSpawn = animator.GetComponentInChildren <MagicSettings>().MagicSpawnPoint;
                }
                else
                {
                    tMagicSpawn = animator.GetComponentInChildren <MagicAI>().MagicSpawnPoint;
                }
            }

            // handle the hand particle
            if (SpellOptions.LimbParticleEffect && !goLimb1_ParticleInstance)
            {                                                                                                                      // enabled, present and not already active?
                if (GlobalFuncs.MAGICAL_POOL && !SpellOptions.DoNotPoolLimbParticles)
                {                                                                                                                  // pooling enabled?
                    if (iLimbPoolSlotID1 > 0)
                    {                                                                                                              // pool slot already known
                        goLimb1_ParticleInstance = GlobalFuncs.TheMagicalPool().GatherFromPool(iLimbPoolSlotID1 - 1, tMagicSpawn); // load from the pool
                    }
                    else
                    {
                        goLimb1_ParticleInstance = GlobalFuncs.TheMagicalPool().GatherFromPool(ref iLimbPoolSlotID1, SpellOptions.LimbParticleEffect, tMagicSpawn, SpawnTarget.Any); // load from the pool
                    }
                    goLimb1_ParticleInstance.SetActive(true);                                                                                                                        // enable as will be returned from the pool disabled
                }
                else
                {                                                                            // pool disabled
                    goLimb1_ParticleInstance = Instantiate(SpellOptions.LimbParticleEffect); // load from the prefab
                }
                if (SpellOptions.attackLimb != SpellOptions.attackLimb2)
                {                                                                                                                          // dont create a second particle if both limbs the same
                    if (GlobalFuncs.MAGICAL_POOL && !SpellOptions.DoNotPoolLimbParticles)
                    {                                                                                                                      // pooling enabled?
                        if (SpellOptions.LimbParticleEffect2)
                        {                                                                                                                  // does limb 2 has a different particle effect?
                            if (iLimbPoolSlotID2 > 0)
                            {                                                                                                              // pool slot already known
                                goLimb2_ParticleInstance = GlobalFuncs.TheMagicalPool().GatherFromPool(iLimbPoolSlotID2 - 1, tMagicSpawn); // load from the pool
                            }
                            else
                            {
                                goLimb2_ParticleInstance = GlobalFuncs.TheMagicalPool().GatherFromPool(ref iLimbPoolSlotID2, SpellOptions.LimbParticleEffect2, tMagicSpawn, SpawnTarget.Any);  // load from the pool
                            }
                        }
                        else
                        {                                                                                                                  // nope
                            if (iLimbPoolSlotID1 > 0)
                            {                                                                                                              // pool slot already known
                                goLimb2_ParticleInstance = GlobalFuncs.TheMagicalPool().GatherFromPool(iLimbPoolSlotID1 - 1, tMagicSpawn); // load from the pool
                            }
                            else
                            {
                                goLimb2_ParticleInstance = GlobalFuncs.TheMagicalPool().GatherFromPool(ref iLimbPoolSlotID1, SpellOptions.LimbParticleEffect, tMagicSpawn, SpawnTarget.Any);  // load from the pool
                            }
                        }
                        goLimb2_ParticleInstance.SetActive(true);  // enable as will be returned from the pool disabled
                    }
                    else
                    {                                                                                                                                                    // pool disabled
                        goLimb2_ParticleInstance = Instantiate((SpellOptions.LimbParticleEffect2 ? SpellOptions.LimbParticleEffect2 : SpellOptions.LimbParticleEffect)); // load from the prefab
                    }
                }
            }

            // spawn all immediate if charge state
            if (SpellOptions.ChargeState)
            {                                                                                                                                                          // spawn over time all as long as not the charge state
                foreach (SpawnerOptionsOverTime sootSpawnMe in SpellOptions.SpawnOverTime)
                {                                                                                                                                                      // process all spawns immediate
                    if (sootSpawnMe.UseRootTransform)
                    {                                                                                                                                                  // ground based effect?
                        sootSpawnMe.goSpawnedParticle = sootSpawnMe.Spawn(animator.rootPosition, Quaternion.identity, (bAI ? SpawnTarget.Friend : SpawnTarget.Enemy)); // spawn
                    }
                    else
                    {                                                                                                                   // negative, use the magic spawn point
                        sootSpawnMe.goSpawnedParticle = sootSpawnMe.Spawn(tMagicSpawn, (bAI ? SpawnTarget.Friend : SpawnTarget.Enemy)); // spawn
                    }
                }
            }
        }
Пример #23
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 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     cursor = animator.GetComponentInChildren <CursorController>(true);
     cursor.gameObject.SetActive(true);
 }