public void PickUpItem()
 {
     if (!isHolding)
     {
         NetworkAni.SetTrigger("PickUpItem");
     }
 }
Пример #2
0
 void UpdateAnimationState(string aS)
 {
     if (animState == aS)
     {
         return;
     }
     animState = aS;
     Debug.Log(animState);
     if (animState == "Grounded")
     {
         anim.SetBool("Grounded", true);
     }
     else if (animState == "StartRuning")
     {
         n_anim.SetTrigger("StartRuning");
     }
     else if (animState == "Sliding")
     {
         anim.SetBool("Sliding", true);
     }
     else if (animState == "StopSliding")
     {
         anim.SetBool("Sliding", false);
     }
     else if (animState == "Jump")
     {
         n_anim.SetTrigger("Jump");
     }
 }
Пример #3
0
    void Move()
    {
        if (target == null)
        {
            return;
        }
        dist = Vector3.Distance(target.transform.position, transform.position);
        if (dist > AgrRadius)
        {
            anim.animator.SetBool("idle", true);
        }

        if ((dist < AgrRadius) && (dist > atdist))
        {
            nav.SetDestination(target.position);
            anim.animator.SetBool("idle", false);
            anim.SetTrigger("run");
        }

        if (dist < atdist)
        {
            anim.animator.SetBool("idle", false);
            anim.SetTrigger("attack");
        }
    }
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.K))
        {
            playerKills        = 1;
            SmallMonstersKills = 4;
            BigMonstersKills   = 2;
        }

        if (Input.GetKeyDown(KeyCode.L))
        {
            health = 0;
            anim.SetTrigger("Death");
            this.GetComponent <CapsuleCollider>().direction = 0;
        }

        //die on all clients
        if (canDie && death)
        {
            canDie = false;
            Invoke("returnDeath", 10);
            anim.SetTrigger("Death");
        }


        if (health <= 0)
        {
            death = true;
        }
        else
        {
            death = false;
        }
    }
Пример #5
0
    void Update()
    {
        if (isAI)
        {
            return;
        }

        if (!isLocalPlayer)
        {
            transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
            transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
            return;
        }

        ForwardTurnMove();

        if (Input.GetMouseButtonDown(0))
        {
            netAnim.SetTrigger("Attack1");
        }

        if (Input.GetMouseButtonDown(1))
        {
            netAnim.SetTrigger("Attack2");
        }

        // update the server with position/rotation
        updateInterval += Time.deltaTime;
        if (updateInterval > 0.11f) // 9 times per second
        {
            updateInterval = 0;
            CmdSync(transform.position, transform.rotation);
        }
    }
Пример #6
0
 void RestartRunAfterCol()
 {
     isRunning = true;
     //n_anim.SetTrigger("Death");
     n_anim.SetTrigger("Jump");
     n_anim.SetTrigger("StartRuning");
 }
Пример #7
0
    private void DetectMovementInput()
    {
        if (!myIsGrounded)
        {
            return;
        }

        if (myShouldStrafe)
        {
            myDirection = new Vector3(Input.GetAxisRaw("Horizontal"), 0.0f, Input.GetAxisRaw("Vertical")).normalized *myBaseSpeed *myStats.mySpeedMultiplier;
        }
        else
        {
            myDirection = new Vector3(0.0f, 0.0f, Input.GetAxisRaw("Vertical")) * myBaseSpeed * myStats.mySpeedMultiplier;
        }

        myDirection = transform.TransformDirection(myDirection);

        myAnimator.SetBool("IsRunning", IsMoving());

        if (Input.GetButtonDown("Jump"))
        {
            myDirection.y = myJumpSpeed;
            myAnimator.SetBool("IsGrounded", false);
            myAnimator.SetTrigger("Jump");
            myNetAnimator.SetTrigger("Jump");
        }
    }
Пример #8
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player" && canOpen && animNet != null)
     {
         animNet.ResetTrigger("Close");
         animNet.SetTrigger("Open");
     }
 }
Пример #9
0
 private void OnPunchEvent()
 {
     if (!hasAuthority)
     {
         return;
     }
     m_na.SetTrigger("Punch");
 }
Пример #10
0
    void Update()       //only local trigger
    {
        if (currentHealth > 0)
        {
            isDead = false;
        }

        if (!isLocalPlayer || isDead)
        {
            return;
        }
        if (Input.GetKeyDown(KeyCode.Y))
        {
            Popup.SetActive(true);
        }

        // update damage per second
        waitTime += Time.deltaTime;
        if (waitTime >= incrementTime)
        {
            waitTime -= incrementTime;
            CmdHealthAddition(-DamagePerInterval);
        }
        // update score
        waitStatusTime += Time.deltaTime;
        if (waitStatusTime >= incrementStatusTime)
        {
            waitStatusTime -= incrementStatusTime;
            CmdScoreAddition(currentHealth);
        }

        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            CmdHealthSet(0);
        }
        if (currentHealth <= 0)
        {
            isDead = true;
            StopModel(true);

            anim.SetTrigger("Die");
            anim.animator.ResetTrigger("Die");
            CmdHealthSet(0);
            Debug.Log("Dead!");
            if (healthNum <= 0)
            {
                Popup.SetActive(true);
            }
            else
            {
                StartCoroutine(Finale(5f));
            }

            CmdHealthNumDecrease();
        }
    }
Пример #11
0
 public void ActivateAttack()
 {
     if (playerAnimator.GetCurrentAnimatorStateInfo(1).IsName("Sword") && handAnimator.GetCurrentAnimatorStateInfo(0).IsName("Sword"))           // TODO: Update this when we have other weapons that can attack
     {
         Debug.Log(playerAnimator.GetCurrentAnimatorStateInfo(1).normalizedTime);
         handAnimator.SetTrigger(HandAnimatorTriggerAttack);
         networkAnimator.SetTrigger(PlayerAnimatorTriggerAttack);
         ResetThirdPersonAttackTrigger();
     }
 }
Пример #12
0
    public void Stand()
    {
        m_IsStanding = true;
        m_NetworkAnimator.SetTrigger("stand_lower");

        if (IsMine() && IsNetworkEnabled())
        {
            networkView.RPC("StandRPC", RPCMode.Others);
        }
    }
Пример #13
0
    void ForwardAttackCheck()
    {
        if (Input.GetMouseButtonDown(0) && !isAttacking)
        {
            networkAnimator.SetTrigger(animatorHash.forwardAttack);

            isAttacking = true;
            canMove     = false;
            speed      *= 1.2f;
        }
    }
Пример #14
0
 public void Die()
 {
     if (isLocalPlayer)
     {
         PlayerCanvas.canvas.WriteGameStatusText("You Died!");
         PlayerCanvas.canvas.PlayDeathAudio();
         anim.SetTrigger("Died");
     }
     DisablePlayer();
     Invoke("Respawn", respawnTime);
 }
 private void CmdFire1(bool fire1Input)
 {
     if (animatorSettings.currentState == MonsterState.IDLE)
     {
         networkAnimator.SetTrigger(animatorSettings.FIRE_1_TRIGGER);
         animator.SetBool(animatorSettings.FIRE_1_BOOL, fire1Input);
     }
     else if (animatorSettings.currentState == MonsterState.ATTACKING)
     {
         animator.SetBool(animatorSettings.FIRE_1_BOOL, fire1Input);
     }
 }
Пример #16
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        opponent_txt.text = "Opponent score : " + (MaxCollectible - GameObject.FindGameObjectsWithTag("item_collectible").Length - score);

        float translation = Input.GetAxis("Vertical") * speed;
        float rotation    = Input.GetAxis("Horizontal") * rotationSpeed;

        this.transform.Translate(0, 0, translation);
        this.transform.Rotate(0, rotation, 0);

        animator.SetBool("Moving", Input.GetAxis("Vertical") != 0);

        if (Input.GetKeyDown(KeyCode.Space) && isgrounded)
        {
            transform.GetComponent <Rigidbody>().AddForce(new Vector3(0, jump, 0), ForceMode.Impulse);
            networkAnimator.SetTrigger("Jump");
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            networkAnimator.SetTrigger("Slash");
        }

        if (Input.GetKeyDown(KeyCode.K))
        {
            networkAnimator.SetTrigger("Death");
        }

        // if (Input.GetKeyDown(KeyCode.R))
        // {
        //     bool isPlayerDead = !removeHealth();

        //     if (isPlayerDead)
        //         CmdSetGameOver("dead");
        // }

        // if (Input.GetKeyDown(KeyCode.K))
        // {
        //     networkAnimator.SetTrigger("Death");
        // }

        if (Input.GetKeyDown(KeyCode.G))
        {
            cameraFPS.enabled = !cameraFPS.enabled;
            camera3rd.enabled = !camera3rd.enabled;
        }
    }
    public void Shoot (bool isStanding) {
        if (isStanding) {
            anim.SetTrigger (STAND_SHOOT);

            // TRIGGERS NEED TO BE SYNCED MANUALLY
            networkAnim.SetTrigger (STAND_SHOOT);
        } else {
            anim.SetTrigger (CROUCH_SHOOT);

            // TRIGGERS NEED TO BE SYNCED MANUALLY
            networkAnim.SetTrigger (CROUCH_SHOOT);
        }
    }
Пример #18
0
 public void Shoot(bool isStanding)
 {
     if (isStanding)
     {
         anim.SetTrigger(PISTOL_STANDSHOOT);
         networkAnim.SetTrigger(PISTOL_STANDSHOOT);
     }
     else
     {
         anim.SetTrigger(PISTOL_CROUCHSHOOT);
         networkAnim.SetTrigger(PISTOL_CROUCHSHOOT);
     }
 }
Пример #19
0
 public void Shoot(bool standing)
 {
     if (standing)
     {
         anim.SetTrigger(STAND_SHOOT);
         netAnim.SetTrigger(STAND_SHOOT);
     }
     else
     {
         anim.SetTrigger(CROUCH_SHOOT);
         netAnim.SetTrigger(CROUCH_SHOOT);
     }
 }
Пример #20
0
    void Respawn()
    {
        if (isLocalPlayer)
        {
            Transform spawn = NetworkManager.singleton.GetStartPosition();
            transform.position = spawn.position;
            transform.rotation = spawn.rotation;

            anim.SetTrigger("Restart");
        }

        EnablePlayer();
    }
Пример #21
0
 public void Shoot(bool isStanding)
 {
     if (isStanding)
     {
         anim.SetTrigger(STAND_SHOOT);
         networkAnim.SetTrigger(STAND_SHOOT);
     }
     else
     {
         anim.SetTrigger(CROUCH_SHOOT);
         networkAnim.SetTrigger(CROUCH_SHOOT);
     }
 }
Пример #22
0
    private void OnChangeHealth(float currentHealth)
    {
        if (currentHealth <= 0 & !sunk)
        {
            Debug.Log("Sink");
            animator.SetTrigger("Sink");
            if (NetworkServer.active)
            {
                GetComponent <Animator>().ResetTrigger("Sink");
            }

            sunk = true;
        }
        else if (currentHealth < 25f && !broken)
        {
            Debug.Log("Break");
            animator.SetTrigger("Break");
            if (NetworkServer.active)
            {
                GetComponent <Animator>().ResetTrigger("Break");
            }

            if (OnFire.isStopped || OnFire.isPaused)
            {
                OnFire.Play();
            }
            broken = true;
        }
        else if (currentHealth <= 50f && !onFire)
        {
            Debug.Log("OnFire");
            OnFire.Play();
            onFire = true;
        }
    }
Пример #23
0
 public void standardAttack()
 {
     if (!anim.animator.GetCurrentAnimatorStateInfo(0).IsTag("Attack"))
     {
         if (gameObject.name.Contains("Rex"))
         {
             tailSwing();
         }
         else
         {
             anim.SetTrigger("standardAttack");
         }
     }
 }
Пример #24
0
    private void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        attackTime -= Time.deltaTime;

        if (dmgable.health <= 0)
        {
            return;
        }

        if (attackTime > 0)
        {
            return;
        }

        if (Input.GetKeyDown(KeyCode.Mouse0))
        {
            FireProjectile();
            movement.StrafeMode();
        }
        else if (Input.GetKeyDown(KeyCode.Mouse1))
        {
            animator.SetTrigger("Attack");
            Stab();
        }
    }
Пример #25
0
    void Update()
    {
        anim.animator.SetFloat("Speed", 0f);
        anim.animator.SetFloat("Strafe", 0f);

        if (Input.GetKey(KeyCode.Keypad8))
        {
            anim.animator.SetFloat("Speed", 1f);
        }

        if (Input.GetKey(KeyCode.Keypad2))
        {
            anim.animator.SetFloat("Speed", -1f);
        }

        if (Input.GetKey(KeyCode.Keypad4))
        {
            anim.animator.SetFloat("Strafe", -1f);
        }

        if (Input.GetKey(KeyCode.Keypad6))
        {
            anim.animator.SetFloat("Strafe", 1f);
        }

        if (Input.GetKeyDown(KeyCode.Keypad9))
        {
            anim.SetTrigger("Restart");
        }


        BotAutoFire();
    }
        //public Rigidbody rb;
        #endregion

        public void Melee()
        {
            if (Input.GetMouseButton(1))
            {
                var colliders = GetComponents <Collider>().ToList();
                colliders.ForEach(collider =>
                {
                    if (collider.CompareTag("Hand"))
                    {
                        collider.enabled = true;
                    }
                });


                Ani.SetBool("Fighting", true);
                if (Input.GetMouseButtonDown(0))
                {
                    NetworkAni.SetTrigger("Punch");
                }
            }
            else
            {
                Ani.SetBool("Fighting", false);
            }
        }
Пример #27
0
    // Update is called once per frame
    void Update()
    {
        if (isLocalPlayer)
        {
            if (Input.GetKey(KeyCode.UpArrow))
            {
                myTransform.Translate(Vector3.forward * speed * Time.deltaTime, Space.Self);
                anim.SetBool("isRunning", true);
            }
            else
            {
                anim.SetBool("isRunning", false);
            }

            if (Input.GetKey(KeyCode.Space))
            {
                //anim.SetTrigger("jump");
                animNet.SetTrigger("jump");
                //anim.SetBool("isJumping", true);
            }


            myTransform.Rotate(0, Input.GetAxis("Horizontal") * rotationSpeed * Time.deltaTime, 0);

            /*if (Input.GetKey (KeyCode.DownArrow)) {
             *
             *      myTransform.Translate(-1 * Vector3.forward * speed * Time.deltaTime,Space.Self);
             * }*/
        }
    }
    void Update()
    {
        //Check to see if still alive
        if (currentState == FighterStates.DEAD || test == true)
        {
            return;
        }

        GetInput();
        GetAttackInput();

        if (m_health <= 0 && currentState != FighterStates.DEAD)
        {
            m_Nanim.SetTrigger("Dead");
        }
    }
    public void SetEquippedItem(int itemID)
    {
        int oldEquippedItemID = currentEquippedItemID;

        currentEquippedItemID = itemID;

        if (itemID == 0)
        {
            playerAnimator.SetInteger(PlayerAnimatorIntAnimationID, 0);
            handAnimator.SetInteger(HandAnimatorIntAnimationID, 0);
            return;
        }

        Item item = ItemManager.Dictionary.GetItem(itemID);
        int  oldItemAnimation;

        if (oldEquippedItemID == 0)
        {
            oldItemAnimation = 0;
        }
        else
        {
            oldItemAnimation = ItemManager.Dictionary.GetItem(oldEquippedItemID).AnimationID;
        }

        if (item.AnimationID == oldItemAnimation && handAnimator.GetBool(HandAnimatorBoolUsingHands) && currentEquippedItemID != 0)
        {
            handAnimator.SetTrigger(HandAnimatorTriggerForceHolster);              // Make sure we holster the item when switching to another with the same animation (there must be a cleaner way to do this).
            networkAnimator.SetTrigger(PlayerAnimatorTriggerForceHolster);         // For some reason triggers only work via a NetworkAnimator.
        }

        playerAnimator.SetInteger(PlayerAnimatorIntAnimationID, item.AnimationID);
        handAnimator.SetInteger(HandAnimatorIntAnimationID, item.AnimationID);
    }
Пример #30
0
    public void OnDamaged(int damage)
    {
        health -= damage;

        gameObject.layer = 12;
        StartCoroutine(OffDamaged(2));
        RpcOnDamaged();

        if (health <= 0)
        {
            StopCoroutine(currentPattern);

            // Play hurt animation
            anim.SetTrigger("isDead");
            anim.animator.SetTrigger("isDead");
            Destroy(gameObject, 1);
            StartCoroutine(NextStage(0.6f));

            return;
        }

        if (patternIndex < 1 && health <= 50)
        {
            StopCoroutine(currentPattern);
            xVelocity = 0;

            patternIndex = 1;

            currentPattern = StartCoroutine(PatternBullet(10, 2, 2));
        }
    }