// 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; }
// Use this for initialization void Start() { princesseAnimator = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); princesse = GameObject.FindGameObjectWithTag("Player"); rb = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); activate = false; }
// 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"); deplacement = princesse.GetComponent <PrincesseDeplacement>(); deplacement.canMove = true; deplacement.attaqueBegin = false; }
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>(); }
// Use this for initialization void Start() { deplacement = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); juliette = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseObjetProgression> (); dicoInventaire = new Dictionary <EnumObjetProgression, GameObject> (); // dicoNbObjet = new Dictionary<EnumObjetProgression, int> (); affiche = false; instance = this; }
// Use this for initialization void Start() { activePouvoir = false; dicoPouvoirGo = new Dictionary <EnumPouvoir, GameObject> (); dicoPouvoir = new Dictionary <EnumPouvoir, PrincessePouvoir> (); deplacement = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); foreach (EnumPouvoirHUD enu in GetComponentsInChildren <EnumPouvoirHUD>(true)) { dicoPouvoirGo.Add(enu.pouvoir, enu.gameObject); } dicoPouvoir.Add(EnumPouvoir.pouvoirGlace, GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <PrincessePouvoirGlace> (true)); }
// Use this for initialization void Start() { //this.duration = icePowerDuration; //this.duration = 3f; this.Nom = "Pouvoir de la glace"; this.Description = "Gèle les ennemis devant vous pendant " + duration + " secondes"; animator = GameObject.Find("Juliette").GetComponent <Animator>(); sphereCollider = GetComponent <SphereCollider>(); compteurFrame = 0; running = false; canPower = true; isUnlocked = false; listeAgentGlaces = new List <IA_Agent>(); Debug.Log(duration); deplacement = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); }
// 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); }
/*void Awake(){ * vie_courante = vie_max; * Debug.Log (vie_courante); * * }*/ // Use this for initialization void Start() { princesse = GameObject.FindGameObjectWithTag("Player"); deplacement = princesse.GetComponent <PrincesseDeplacement>(); scene = SceneManager.GetActiveScene(); // if (scene.name == "Niveau 1") { // GameControl.control.Save (); // vie_courante = vie_max; // GameControl.control.vie = vie_courante; // } else { vie_courante = GameControl.control.vie; // } gameover = false; anim = GetComponent <Animator> (); rb = GetComponent <Rigidbody>(); sm = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManager>(); CanPlaySonHurt = true; hudVie = GameObject.FindGameObjectWithTag("HUDAffichageVie").GetComponent <AffichageVie> (); hudMort = GameObject.FindGameObjectWithTag("HUDAffichageMort").GetComponent <AffichageMort> (); setHudVie(); PlayOneTimeDie = false; }
// 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) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { deplacement = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); deplacement.UnlockPrincesse(); }
void Start() { deplacement = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); }