// 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) { character = animator.gameObject.GetComponent <PhysicsCharacterController>(); character.transform.position = character.targetCar.entryPoints[character.entryPoint].entryPoint.position; character.transform.rotation = character.targetCar.entryPoints[character.entryPoint].entryPoint.rotation; animator.SetBool("GetIn", true); }
// Use this for initialization void Start() { // find the player and move to this location GameObject player = GameObject.Find("Player"); if (player == null) { playerAndGUI = (GameObject)Instantiate(defaultPlayer, Vector3.zero, Quaternion.identity); //AngleAxis(270.0f,Vector3.up) ); foreach (Transform child in playerAndGUI.transform) { if (child.gameObject.name == "Player") { player = child.gameObject; } } } if (playerStartLocation != null) { player.transform.position = playerStartLocation.transform.position; } else { player.transform.position = transform.position; } // stop any movement player.rigidbody.velocity = Vector3.zero; // make sure the camera is enabled PlayerAttributes pa = (PlayerAttributes)player.GetComponent("PlayerAttributes"); pa.ActivateCamera(); if (firstSpawnPoint != null) { pa.SetRespawn(firstSpawnPoint.transform.position); } else if (playerStartLocation != null) { pa.SetRespawn(playerStartLocation.transform.position); } else { pa.SetRespawn(gameObject.transform.position); } // make player unmoveable if animation needs playing if (playAnimationOnLevelStart) { physicsController = (PhysicsCharacterController)player.GetComponent("PhysicsCharacterController"); physicsController.isControllable = false; anim = (Animation)GetComponent("Animation"); anim.playAutomatically = true; } else { playerReady = true; } //Debug.Log("Level begin start"); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player") && !isActivated) { Debug.Log("Player touched checkpoint."); PhysicsCharacterController player = collision.GetComponent <PhysicsCharacterController>(); player.SetCurrentCheckpoint(this); audioSource.Play(); } }
void Awake() { characterController = gameObject.GetOrAddComponent <PhysicsCharacterController>(); m_cameraTarget = Instantiate(settings.value.cameraTargetPrefab); if (m_cameraTarget != null) { m_cameraTarget.Init(this); } }
// Update is called once per frame void Update() { if (reachedEnd) { if ((playAnimationOnLevelEnd && !animation.IsPlaying(clipForEnd.name)) || !playAnimationOnLevelEnd) { PhysicsCharacterController pa = (PhysicsCharacterController)GameObject.Find("Player").GetComponent("PhysicsCharacterController"); pa.isControllable = false; Application.LoadLevel(nextLevel); } } }
//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) { attackManager = animator.GetComponent <AttackManager>(); playerMovement = animator.GetComponent <PhysicsCharacterController>(); attackManager.CanAttack = false; if (Gamepad.current != null) { InputSystem.ResumeHaptics(); Gamepad.current.SetMotorSpeeds(0.25f, 0.75f); } }
/// <summary> /// initial setup of this controller /// </summary> private void InitController() { // TO REMOVE - - - - - Application.targetFrameRate = 140; QualitySettings.vSyncCount = 0; // Get the reff for the physics controller physicsCharacter = GetComponentInChildren <PhysicsCharacterController>(); // get the ref of the target animator playerTargetAnimator = GetComponentInChildren <Animator>(); // Validate the reff // if fails to find the physics controller if (!physicsCharacter || !playerTargetAnimator) { // Close the aplication AplicationFuncs.CloseApp(); return; } // Debug information and initialize the parts InformationPanel.DebugConsoleInput("Physics System connected!"); physicsCharacter.InitParts(); // Define the maximum velocity physicsCharacter.SetCharacterMaxSpeed(characterMaxVelocity); // define the kill speed physicsCharacter.SetCharacterKillVelocity(this.killVelocity); // Stunted - - - - - // regist the for the stunted event physicsCharacter.stuntedDelegate += StuntedCallback; // init vars stunted = false; // Grab controller - - - - - // get ref to controller this.playerGrabController = this.GetComponentInChildren <GrabController>(); // Init with enable tag this.playerGrabController.Init(controllerState: true, lHand: ref LeftHandGO, rHand: ref RightHandGO); // Regists for jump delegate InputManager.Instance.jumpDelegate += () => { physicsCharacter.Jump(this.JumpValue); }; // regist the controller to the action event InputManager.Instance.actionDelegate += playerGrabController.ActionCallback; }
private void OnTriggerEnter2D(Collider2D collision) { // Check if the player bumped us. We need to ignore triggers, // or the player's ground check trigger will count for hitting hazards. // This is bad because the ground check circle collider is bigger than the // player's actual physical hitbox, which would result in false positives. if (collision.CompareTag("Player") && !collision.isTrigger) { //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); Debug.Log("Player hit hazard!"); PhysicsCharacterController player = collision.GetComponent <PhysicsCharacterController>(); player.Respawn(); } }
void Start() { if (healthMeter != null) { healthCounter = (Counter)healthMeter.GetComponent("Counter"); healthCounter.UpdateCounter(health); } else { Debug.LogWarning(gameObject.name + ": PlayerAttributes: healthMeter object has not been assigned in the inspector."); } if (livesMeter != null) { livesCounter = (Counter)livesMeter.GetComponent("Counter"); livesCounter.UpdateCounter(playerLives - 1); } else { Debug.LogWarning(gameObject.name + ": PlayerAttributes: livesMeter object has not been assigned in the inspector."); } pcc = (PhysicsCharacterController)GetComponent("PhysicsCharacterController"); }
// 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) { character = animator.gameObject.GetComponent <PhysicsCharacterController>(); character.targetCar.entryPoints[character.entryPoint].startTime = Time.time; character.targetCar.entryPoints[character.entryPoint].exit = true; }
// 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) { character = animator.gameObject.GetComponent <PhysicsCharacterController>(); character.insideVehicle = true; }