Пример #1
0
 public void BeginAttack(Pawn caster, ArenaTile target)
 {
     m_CurrentCaster     = caster;
     m_CurrentTarget     = target;
     m_CurrentCasterAnim = caster.GetComponent <PawnAnimator>();
     m_CurrentState      = AnimationState.Setup;
 }
Пример #2
0
        public override void SimulateAnimator(PawnAnimator anim)
        {
            base.SimulateAnimator(anim);

            anim.SetParam("holdtype", 2);             // TODO this is shit
            anim.SetParam("aimat_weight", 1.0f);
        }
Пример #3
0
 private void Die()
 {
     SelfMover.ResetSpeed(0);
     print("ResetSpeed(0) in die");
     PawnAnimator.SetTrigger(Config.Dead);
     GameController.Instance.GameOver();
 }
Пример #4
0
    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());
        }
    }
Пример #5
0
    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;
    }
Пример #6
0
    /******************** 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;
            }
        }
    }
Пример #7
0
 public override void SimulateAnimator(PawnAnimator anim)
 {
     anim.SetAnimParameter("holdtype", 2);           // TODO this is shit
     anim.SetAnimParameter("aim_body_weight", 1.0f);
 }
Пример #8
0
 public override void SimulateAnimator(PawnAnimator anim)
 {
     anim.SetAnimParameter("holdtype", 1);
     anim.SetAnimParameter("aim_body_weight", 1.0f);
     anim.SetAnimParameter("holdtype_handedness", 1);
 }
Пример #9
0
    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);
        }
    }
Пример #10
0
 private void Start()
 {
     m_Animator  = GetComponent <PawnAnimator>();
     m_Equipment = GetComponent <EquipableTarget>();
     m_Health    = GetComponent <PawnHealth>();
 }