private readonly float WalkBackward = 4.468f; //30 frames, 2 steps, 1 second (30 fps / (30frames / 2 strides)) = 2.00 strides/second * 2.234 units/stride = 4.468 units/second void Start() { Application.targetFrameRate = 60; shouldWalk = false; canMove = true; pc = GetComponent <CharacterController>(); cdc = GetComponent <CharacterDataController>(); interpspeed = cdc.character.GetInterpSpeed(); m_anim = GetComponentInChildren <Animator>(); front = GameObject.Find("player/front").GetComponent <Transform>(); }
void Start() { m_anim = GetComponent <Animator>(); m_cdc = transform.parent.GetComponent <CharacterDataController>(); m_wm = transform.parent.GetComponent <WeaponManager>(); m_cm = transform.parent.GetComponent <CharacterMovement>(); m_st = new Stopwatch(); m_anim.SetFloat("AnimMultiplier", 1f); grenade = Resources.Load <GameObject>("Prefabs/Weapons/grenade"); isThrowing = false; shouldTakeDamage = false; }
void Start() { //anim = GetComponentInChildren<Animator>(); zam = GetComponentInChildren <ZombieAnimationManager>(); cc = GetComponent <CharacterController>(); //wary of deleting //cm = GameObject.Find(Character.PLAYER).GetComponent<CharacterMovement>(); cdc = GetComponent <CharacterDataController>(); player = GameObject.Find(Character.PLAYER).transform.GetChild(0).gameObject; //"player" agent = GetComponent <NavMeshAgent>(); player_char = GameObject.Find(Character.PLAYER).GetComponent <CharacterDataController>().character; shouldAttack = true; shouldMove = true; shouldFollow = true; zam.BeginIdleAnimation(); agent_speed = zam.SetRandomMovementAnim(); }
private void Awake() { m_anim = GetComponent <Animator>(); m_WeightScalar = 0f; m_cdc = GetComponentInParent <CharacterDataController>(); m_em = GetComponentInParent <EnemyMovement>(); if (idle_anim == -1) { idle_anim = Random.Range(0, 2); } if (idle_speed == -1f) { idle_speed = Random.Range(0.75f, 1.5f); } shouldTakeDamage = false; m_attack_state = Random.Range(0, 3); }
void Start() { playerDataController = player.GetComponent <CharacterDataController>(); battleManager = gameObject.GetComponent <BattleManager>(); currentBattleChance = levelBattleChance; }