Пример #1
0
 // 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)
 {
     princesseArme = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseArme>();
     deplacement   = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>();
     deplacement.LockPrincesse();
     princesseArme.getHandArme().GetComponent <BoxCollider>().enabled = false;
 }
Пример #2
0
 public override void onAwake()
 {
     princesseVie              = GetComponent <PrincesseVie>();
     princesseArme             = GetComponent <PrincesseArme>();
     princesseDeplacement      = GetComponent <PrincesseDeplacement>();
     princessePouvoirGlace     = GetComponentInChildren <PrincessePouvoirGlace> (true);
     princesseObjetProgression = GetComponent <PrincesseObjetProgression>();
     cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <camera>();
 }
Пример #3
0
 // Use this for initialization
 void Start()
 {
     princesseAnimator = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>();
     princesse         = GameObject.FindGameObjectWithTag("Player");
     arme     = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseArme>();
     speed    = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>().vitesse;
     rb       = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>();
     activate = false;
 }
Пример #4
0
 protected void init()
 {
     agent         = this.GetComponent <IA_Agent>();
     nav           = agent.getNav();
     anim          = agent.getAnimator();
     rb            = GetComponent <Rigidbody> ();
     princesse     = agent.getPrincesse();
     princesseVie  = agent.getPrincesseVie();
     princesseArme = agent.getPrincesseArme();
     pointsInteret = agent.getPointsInteret();
     perception    = agent.getPerception();
 }
Пример #5
0
 void Awake()
 {
     nav           = this.GetComponent <NavMeshAgent>();
     anim          = GetComponent <Animator>();
     rb            = GetComponent <Rigidbody> ();
     princesse     = GameObject.FindGameObjectWithTag("Player");
     princesseVie  = princesse.GetComponent <PrincesseVie>();
     princesseArme = princesse.GetComponent <PrincesseArme>();
     pointsInteret = GameObject.FindObjectsOfType <IA_PointInteret>();
     mobVie        = GetComponent <IA_MobVie> ();
     se            = GetComponent <SoundEntity> ();
     me            = GameObject.FindGameObjectWithTag("MobManager").GetComponent <MobManager> ();
     perception    = GetComponent <IA_Perception> ();
     etatCourant   = etatInitial;
 }
    // 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)
    {
        princesse   = GameObject.FindGameObjectWithTag("Player");
        cam         = GameObject.FindGameObjectWithTag("MainCamera");
        deplacement = princesse.GetComponent <PrincesseDeplacement>();
        arme        = princesse.GetComponent <PrincesseArme>();
        anim        = princesse.GetComponent <Animator>();

        deplacement.attaqueBegin = true;
        deplacement.canMove      = false;

        anim.SetBool("AttaqueContinu", false);

        arme.attaqueCorpsACorpsEnCours = !arme.attaqueCorpsACorpsEnCours;

        //float moveHorizontal = InputManager.GetKeyAxis("Horizontal");
        //float moveVertical = InputManager.GetKeyAxis("Vertical");
        //princesse.transform.localEulerAngles = new Vector3(0, Mathf.Atan2(moveVertical, -moveHorizontal) * Mathf.Rad2Deg, 0);
        //princesse.transform.localEulerAngles = new Vector3(0, cam.transform.localEulerAngles.y, 0);
        //princesse.GetComponent<Rigidbody>().AddForce(princesse.transform.rotation * Vector3.forward * 20, ForceMode.Impulse);
    }
Пример #7
0
 void Start()
 {
     cam              = GameObject.FindGameObjectWithTag("MainCamera");
     isPushing        = false;
     CanDash          = true;
     rb               = GetComponent <Rigidbody>();
     anim             = GetComponent <Animator>();
     princesseArme    = GetComponent <PrincesseArme>();
     timerStep        = 0.0f;
     sm               = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManager>();
     ppg              = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincessePouvoirGlace>();
     attackjump       = false;
     isCharging       = false;
     canMove          = true;
     canJump          = true;
     canAttack        = true;
     canUsePower      = true;
     canOpenInventory = true;
     // Gestion Combos
     attaqueBegin = false;
     anim.speed   = 1;
     isFin        = false;
 }
Пример #8
0
 // Use this for initialization
 void Start()
 {
     affichageObjetRamasser = GameObject.FindGameObjectWithTag("HUDAffichageObjetRamasser").GetComponent <AffichageObjetRamasser> ();
     juliette       = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseArme> ();
     soundGenerator = gameObject.GetComponent <SoundEntity>();
 }