public void BeginAttack(Pawn caster, ArenaTile target) { m_CurrentCaster = caster; m_CurrentTarget = target; m_CurrentCasterAnim = caster.GetComponent <PawnAnimator>(); m_CurrentState = AnimationState.Setup; }
public override void SimulateAnimator(PawnAnimator anim) { base.SimulateAnimator(anim); anim.SetParam("holdtype", 2); // TODO this is shit anim.SetParam("aimat_weight", 1.0f); }
private void Die() { SelfMover.ResetSpeed(0); print("ResetSpeed(0) in die"); PawnAnimator.SetTrigger(Config.Dead); GameController.Instance.GameOver(); }
public override void SimulateAnimator(PawnAnimator anim) { anim.SetAnimParameter("holdtype", 5); anim.SetAnimParameter("aim_body_weight", 1.0f); if (Owner.IsValid()) { ViewModelEntity?.SetAnimParameter("b_grounded", Owner.GroundEntity.IsValid()); ViewModelEntity?.SetAnimParameter("aim_pitch", Owner.EyeRotation.Pitch()); } }
void Start() { // Girl run PawnAnimator = LolaPawn.GetComponent <Animator>(); PawnAnimator.SetTrigger(Config.Run); CanTurn = false; TargetPositionX = TargetPosition.Middle; CurrentLife = TotalLife; Invincible = false; InSpeedingUp = false; ChildMagnetWorker.ShutDown(); SelfRigidbody = GetComponent <Rigidbody>(); LockInput(false); CurrentSpeedUpDistancePer = SpeedUpDistancePer; }
/******************** Check Input *******************/ private void CheckInput() { if (!LockInputLeft && Input.GetKeyDown(KeyCode.Alpha1)) { PawnAnimator.SetTrigger(Config.Turn); GameController.Instance.PlayMusic(Config.MJump); TargetPositionX += TargetPosition.Left; TargetPositionX = Mathf.Clamp(TargetPositionX, TargetPosition.Left, TargetPosition.Right); CanTurn = true; } else if (!LockInputRight && Input.GetKeyDown(KeyCode.Alpha2)) { PawnAnimator.SetTrigger(Config.Turn); GameController.Instance.PlayMusic(Config.MJump); TargetPositionX += TargetPosition.Right; TargetPositionX = Mathf.Clamp(TargetPositionX, TargetPosition.Left, TargetPosition.Right); CanTurn = true; } else if (!LockInputJump && IsGrounded() && ReceiveHMDJump) { SelfRigidbody.AddForce(Vector3.up * JumpSpeed, ForceMode.VelocityChange); PawnAnimator.SetTrigger(Config.Jump); GameController.Instance.PlayMusic(Config.MJump); ReceiveHMDJump = false; } if (CanTurn) { transform.position = Vector3.Lerp(transform.position, new Vector3(TargetPositionX, transform.position.y, transform.position.z), 6 * Time.deltaTime); if (transform.position.x == TargetPositionX) { CanTurn = false; } } }
public override void SimulateAnimator(PawnAnimator anim) { anim.SetAnimParameter("holdtype", 2); // TODO this is shit anim.SetAnimParameter("aim_body_weight", 1.0f); }
public override void SimulateAnimator(PawnAnimator anim) { anim.SetAnimParameter("holdtype", 1); anim.SetAnimParameter("aim_body_weight", 1.0f); anim.SetAnimParameter("holdtype_handedness", 1); }
private void Update() { if (m_CurrentState != AnimationState.None) { AnimationState prevState; do { prevState = m_CurrentState; switch (m_CurrentState) { case AnimationState.Setup: { if (m_MoveToTarget && m_CurrentCasterAnim) { m_CurrentCasterAnim.StartWalkAnimation(m_CurrentTarget.transform.position + m_CurrentCaster.FacingDir * -m_MoveTargetOffset, m_MoveSpeedScale); } m_StallTimer = 0.0f; m_CurrentState = AnimationState.MoveToTarget; break; } case AnimationState.MoveToTarget: { if (!m_CurrentCaster.InBlockingAnimating) { m_CurrentState = AnimationState.Animation; } break; } case AnimationState.Animation: { m_StallTimer += Time.deltaTime; if (m_StallTimer >= m_AnimWaitStall) { break; } //TODO - Anim hookup if (!m_CurrentCaster.InBlockingAnimating) { m_Action.ApplyCurrentAttack(); if (m_MoveToTarget && m_CurrentCasterAnim) { m_CurrentCasterAnim.StartWalkAnimation(m_CurrentCaster.CurrentTile.transform.position, m_MoveSpeedScale); } m_CurrentState = AnimationState.MoveBack; } break; } case AnimationState.MoveBack: { if (!m_CurrentCaster.InBlockingAnimating) { m_CurrentState = AnimationState.Finish; } break; } case AnimationState.Finish: { m_CurrentState = AnimationState.None; m_CurrentCaster = null; m_CurrentTarget = null; m_CurrentCasterAnim = null; return; } } }while (m_CurrentState != prevState); } }
private void Start() { m_Animator = GetComponent <PawnAnimator>(); m_Equipment = GetComponent <EquipableTarget>(); m_Health = GetComponent <PawnHealth>(); }