public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.FALLING; controller.C_Drag = controller.jump.AirDrag; if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) { controller.velocity.x = controller.velocity.x * 0.6f; } //anim = controller.anima; if (!controller.Animator.fading) { controller.FitAnima.Play ("Fall"); } else { controller.Animator.fading = false; } controller.ClearBuffer (); if (controller.Inputter.y <= -0.75f) { FastFall = true; } }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.AIRJUMP; //anim = controller.anima; FastFall = false; HopWindow = false; HopDccel = false; controller.FitAnima.Play("JumpF", 0, 0f); HopTimer = 2; controller.velocity.x = 0; if (controller.Inputter.x > 0.7f) { controller.x_direction = 1; controller.velocity.x = controller.jump.jumpHorizontalVelocity; } else if (controller.Inputter.x < -0.7f) { controller.x_direction = -1; controller.velocity.x = controller.jump.jumpHorizontalVelocity * -1; } AxisVel = 0; controller.velocity.y = controller.jump.doubleJumpVelocity; controller.ClearBuffer(); controller.C_Drag = controller.jump.AirDrag; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.AIRJUMP; //anim = controller.anima; FastFall = false; HopWindow = false; HopDccel = false; controller.FitAnima.Play ("JumpB"); HopTimer = 4; controller.velocity.x = 0; if (controller.Inputter.x > 0.7f) { controller.x_direction = 1; controller.velocity.x = controller.jump.jumpHorizontalVelocity; } else if (controller.Inputter.x < -0.7f) { controller.x_direction = -1; controller.velocity.x = controller.jump.jumpHorizontalVelocity*-1; } AxisVel = 0; controller.velocity.y = controller.jump.doubleJumpVelocity; controller.ClearBuffer (); controller.C_Drag = controller.jump.AirDrag; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.FALLING; controller.C_Drag = controller.jump.AirDrag; if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) { controller.velocity.x = controller.velocity.x * 0.6f; } //anim = controller.anima; if (!controller.Animator.fading) { controller.FitAnima.Play("Fall"); } else { controller.Animator.fading = false; } controller.ClearBuffer(); if (controller.Inputter.y <= -0.75f) { FastFall = true; } }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.DASH_START; //anim = controller.anima; controller.FitAnima.Play("Dash"); DeAccel = false; if (controller.previousState == CharacterState.PIVOT) { Init_direction = controller.x_facing; } else { Init_direction = controller.Inputter.Init_Xdirection; } controller.x_direction = Init_direction; controller.x_facing = Init_direction; controller.Animator.CorrectColliders(); controller.ClearBuffer(); controller.ApplyFriction = false; if (PrevVelocity > 0) { controller.velocity.x = (PrevVelocity * 0.5f) * Init_direction; } }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.JUMPING; //anim = controller.anima; FastFall = false; controller.FitAnima.Play("JumpF"); if (controller.BfAction == BufferedAction.SHIELD) { controller.velocity.y = 16; controller.BfAction = BufferedAction.SHIELD; } else { if (controller.Inputter.jumpButtonHeld == true || controller.Inputter.TapjumpButtonHeld == true) { controller.velocity.y = controller.jump.jumpVelocity; } else { controller.velocity.y = controller.jump.hopVelocity; } } controller.C_Drag = controller.jump.AirDrag; if (Mathf.Abs(controller.velocity.x) >= controller.jump.jumpMaxHVelocity) { JuDccel = true; } InitVel = controller.velocity.x; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.JUMPING; //anim = controller.anima; FastFall = false; controller.FitAnima.Play ("JumpF"); if (controller.BfAction == BufferedAction.SHIELD) { controller.velocity.y = 16; controller.BfAction = BufferedAction.SHIELD; } else { if (controller.Inputter.jumpButtonHeld == true || controller.Inputter.TapjumpButtonHeld == true) { controller.velocity.y = controller.jump.jumpVelocity; } else { controller.velocity.y = controller.jump.hopVelocity; } } controller.C_Drag = controller.jump.AirDrag; if (Mathf.Abs (controller.velocity.x) >= controller.jump.jumpMaxHVelocity) { JuDccel = true; } InitVel = controller.velocity.x; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; CheckAerialSpecial(); SeedUp (); }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.SHIELDEXIT; //anim = controller.anima; controller.FitAnima.Play ("ShieldExit"); controller.ApplyFriction = true; controller.C_Drag = controller.movement.Drag; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; CheckAerialSpecial(); SeedUp(); }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.STUNNED; controller.ApplyFriction = false; HitStunTimer = (SentKnockback.Hitstun-2); DICalc (); KnockbackCalc (); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.UKEMI; //anim = controller.anima; DecideTech(TechDirection); controller.velocity.x = 0; controller.ApplyFriction = false; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.SHIELDING; //anim = controller.anima; controller.FitAnima.Play("Shielding"); controller.ApplyFriction = true; controller.C_Drag = controller.movement.Drag; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); MyHitboxData = controller.Strike.CurrentDmg; controller.state = CharacterState.SHIELDSTOP; controller.FitAnima.Play ("Shielding"); HitStopTimer = MyHitboxData.Hitlag; ApplyShield (); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.PRE_JUMP; //anim = controller.anima; controller.FitAnima.Play("JumpSq"); controller.ClearBuffer(); controller.ApplyFriction = false; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.HITSTOP; //anim = controller.anima; controller.FitAnima.Play ("GDamage1"); controller.ApplyFriction = true; controller.C_Drag = controller.movement.friction; controller.FitAnima.Update (0); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.UKEMI; //anim = controller.anima; DecideTech(TechDirection); controller.velocity.x = 0; controller.ApplyFriction = false; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); MyHitboxData = controller.Strike.CurrentDmg; controller.state = CharacterState.SHIELDSTOP; controller.FitAnima.Play("Shielding"); HitStopTimer = MyHitboxData.Hitlag; ApplyShield(); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.PRE_JUMP; //anim = controller.anima; controller.FitAnima.Play ("JumpSq"); controller.ClearBuffer (); controller.ApplyFriction = false; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.SHIELDSTUN; controller.ApplyFriction = true; BlockStunTimer = (SentKnockback.Blockstun-2); controller.FitAnima.Play ("Shielding"); controller.C_Drag = 1.2f; KnockbackCalc (); }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.STUNNED; controller.ApplyFriction = false; HitStunTimer = (SentKnockback.Hitstun - 2); DICalc(); KnockbackCalc(); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.RUNBRAKE; //anim = controller.anima; controller.FitAnima.Play("Brake"); controller.ClearBuffer(); BrakeTimer = 2; controller.C_Drag = controller.movement.friction; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.HITSTOP; //anim = controller.anima; controller.FitAnima.Play("GDamage1"); controller.ApplyFriction = true; controller.C_Drag = controller.movement.friction; controller.FitAnima.Update(0); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.WAVEDASHLAND; //anim = controller.anima; controller.FitAnima.Play ("WaveDashL"); controller.ClearBuffer (); controller.ApplyFriction = true; controller.C_Drag = controller.battle.WavedashFriction; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.WAVEDASHLAND; //anim = controller.anima; controller.FitAnima.Play("WaveDashL"); controller.ClearBuffer(); controller.ApplyFriction = true; controller.C_Drag = controller.battle.WavedashFriction; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.RUNBRAKE; //anim = controller.anima; controller.FitAnima.Play ("Brake"); controller.ClearBuffer (); BrakeTimer = 2; controller.C_Drag = controller.movement.friction; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer(); controller.ApplyFriction = true; controller.FitAnima.Play("Holding"); }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer (); controller.ApplyFriction = true; controller.FitAnima.Play ("Holding"); }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.SHIELDSTUN; controller.ApplyFriction = true; BlockStunTimer = (SentKnockback.Blockstun - 2); controller.FitAnima.Play("Shielding"); controller.C_Drag = 1.2f; KnockbackCalc(); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.WALKING; //anim = controller.anima; controller.FitAnima.Play("Walk"); Init_direction = controller.Inputter.Init_Xdirection; controller.x_facing = Init_direction; controller.Animator.CorrectColliders(); controller.ClearBuffer(); controller.ApplyFriction = false; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.LANDING; //anim = controller.anima; controller.FitAnima.Play("Land"); controller.velocity.y = 0; controller.kbvelocity.y = 0; controller.ClearBuffer(); controller.ApplyFriction = true; controller.C_Drag = controller.movement.friction; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.LANDING; //anim = controller.anima; controller.FitAnima.Play ("Land"); controller.velocity.y = 0; controller.kbvelocity.y = 0; controller.ClearBuffer (); controller.ApplyFriction = true; controller.C_Drag = controller.movement.friction; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); MyHitboxData = controller.Strike.CurrentDmg; controller.state = CharacterState.HITSTOP; HitStopTimer = MyHitboxData.Hitlag; CheckKnockback (); if (MyHitboxData.effect != null) { EffectSpawn (); } }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.RUNTURN; //anim = controller.anima; controller.FitAnima.Play("Turn"); controller.NoFall = true; controller.BfAction = BufferedAction.PIVOT; Init_direction = controller.Inputter.Init_Xdirection; controller.ApplyFriction = false; BrakeTimer = 2; controller.C_Drag = controller.movement.friction; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.RUNTURN; //anim = controller.anima; controller.FitAnima.Play ("Turn"); controller.NoFall = true; controller.BfAction = BufferedAction.PIVOT; Init_direction = controller.Inputter.Init_Xdirection; controller.ApplyFriction = false; BrakeTimer = 2; controller.C_Drag = controller.movement.friction; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.TUMBLE; controller.ClearBuffer(); controller.EndAnim = false; controller.IASA = true; controller.ApplyFriction = false; controller.Animator.AnimateSpine = true; controller.FitAnima.Play("Tumble"); AnimRot = 0; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); MyHitboxData = controller.Strike.CurrentDmg; controller.state = CharacterState.HITSTOP; HitStopTimer = MyHitboxData.Hitlag; CheckKnockback(); if (MyHitboxData.effect != null) { EffectSpawn(); } }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.WALKING; //anim = controller.anima; controller.FitAnima.Play ("Walk"); Init_direction = controller.Inputter.Init_Xdirection; controller.x_facing = Init_direction; controller.Animator.CorrectColliders (); controller.ClearBuffer (); controller.ApplyFriction = false; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.TUMBLE; controller.ClearBuffer (); controller.EndAnim = false; controller.IASA = true; controller.ApplyFriction = false; controller.Animator.AnimateSpine = true; controller.FitAnima.Play ("Tumble"); AnimRot = 0; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); MyHitboxData = controller.Strike.CurrentDmg; controller.state = CharacterState.THROWN; HitStopTimer = MyHitboxData.Hitlag; CheckKnockback (); if (MyHitboxData.effect != null) { EffectSpawn (); } controller.GrabOpponent.GrabOpponent = null; controller.GrabOpponent = null; controller.transform.position = new Vector3 (controller.transform.position.x, controller.transform.position.y, 0); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.CAUGHT; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer(); controller.ApplyFriction = false; controller.velocity = Vector3.zero; controller.kbvelocity = Vector3.zero; controller.x_facing = OppFacing * -1; controller.Animator.CorrectColliders(); controller.FitAnima.Play("Caught"); TrueOffset = new Vector3(controller.GrabbedOffset.x * controller.x_facing, controller.GrabbedOffset.y, controller.GrabbedOffset.z); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.WAVEDASH; //anim = controller.anima; controller.ApplyFriction = true; controller.IASA = false; controller.C_Drag = controller.battle.WavedashFriction; controller.velocity.x = controller.jump.WavedashVelocity * controller.Inputter.buffer_x; if (controller.velocity.y > 0) { controller.velocity.y *= 0.08f; } IASA_Timer = 10; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.PIVOT; //anim = controller.anima; controller.FitAnima.Play ("Idle"); controller.BfAction = BufferedAction.PIVOT; Init_direction = controller.Inputter.Init_Xdirection; controller.x_facing = Init_direction; controller.Animator.CorrectColliders (); TurnVel = Mathf.Abs(controller.velocity.x); controller.velocity.x = 0; controller.ApplyFriction = true; controller.C_Drag = controller.movement.friction; PivotTimer = 0; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.PIVOT; //anim = controller.anima; controller.FitAnima.Play("Idle"); controller.BfAction = BufferedAction.PIVOT; Init_direction = controller.Inputter.Init_Xdirection; controller.x_facing = Init_direction; controller.Animator.CorrectColliders(); TurnVel = Mathf.Abs(controller.velocity.x); controller.velocity.x = 0; controller.ApplyFriction = true; controller.C_Drag = controller.movement.friction; PivotTimer = 0; }
public override void Enter() { //Check Amount of Knockback FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); MyHitboxData = controller.Strike.CurrentDmg; controller.state = CharacterState.THROWN; HitStopTimer = MyHitboxData.Hitlag; CheckKnockback(); if (MyHitboxData.effect != null) { EffectSpawn(); } controller.GrabOpponent.GrabOpponent = null; controller.GrabOpponent = null; controller.transform.position = new Vector3(controller.transform.position.x, controller.transform.position.y, 0); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.WAVEDASH; //anim = controller.anima; controller.ApplyFriction = true; controller.IASA = false; controller.C_Drag = controller.battle.WavedashFriction; controller.velocity.x = controller.jump.WavedashVelocity * controller.Inputter.buffer_x; if (controller.velocity.y > 0) { controller.velocity.y *= 0.08f; } IASA_Timer = 10; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.SHIELDENTER; //anim = controller.anima; controller.FitAnima.Play ("ShieldEnter"); controller.ApplyFriction = true; controller.NoFall = true; controller.C_Drag = controller.movement.Drag; controller.velocity.x *= 0.55f; AnimTimer = 0; if (controller.Inputter.y <= -0.60f && controller.Inputter.y >= -0.85f) { HoldDown = true; } else { HoldDown = false; } }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer(); controller.ApplyFriction = false; controller.velocity = Vector3.zero; controller.kbvelocity = Vector3.zero; controller.x_facing = (int)Mathf.Sign(controller.LedgeGrabbed.localRotation.z); controller.Animator.CorrectColliders(); controller.FitAnima.Play("LedgeCatch"); LedgeAnchor = new Vector3(controller.LedgeOffset.x * controller.x_facing, controller.LedgeOffset.y); controller.transform.position = controller.LedgeGrabbed.position + LedgeAnchor; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.CAUGHT; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer (); controller.ApplyFriction = false; controller.velocity = Vector3.zero; controller.kbvelocity = Vector3.zero; controller.x_facing = OppFacing * -1; controller.Animator.CorrectColliders (); controller.FitAnima.Play ("Caught"); TrueOffset = new Vector3 (controller.GrabbedOffset.x * controller.x_facing, controller.GrabbedOffset.y, controller.GrabbedOffset.z); }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer (); controller.ApplyFriction = false; controller.velocity = Vector3.zero; controller.kbvelocity = Vector3.zero; controller.x_facing = (int)Mathf.Sign(controller.LedgeGrabbed.localRotation.z); controller.Animator.CorrectColliders (); controller.FitAnima.Play ("LedgeCatch"); LedgeAnchor = new Vector3 (controller.LedgeOffset.x * controller.x_facing, controller.LedgeOffset.y); controller.transform.position = controller.LedgeGrabbed.position + LedgeAnchor; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.FALLING; controller.C_Drag = controller.jump.AirDrag; if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) { controller.velocity.x = controller.velocity.x * 0.6f; } controller.Animator.PassThroughTimer = 10; controller.IsPassing = true; //anim = controller.anima; controller.Animator.AnimateSpine = true; controller.FitAnima.Play("Passing"); controller.Inputter.FramesYNeutral = 6; }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; DtiltRef = 41; FtiltRef = 42; JabRef = 43; CheckGroundAttack(); controller.ClearBuffer (); controller.ApplyFriction = true; if (controller.previousState == CharacterState.WAVEDASHLAND) { controller.C_Drag = controller.battle.WavedashFriction; } else { controller.C_Drag = controller.movement.friction; } SeedUp (); }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer (); controller.ApplyFriction = true; controller.FitAnima.Play ("Grab"); controller.FitAnima.Update (0); if (controller.previousState == CharacterState.WAVEDASHLAND) { controller.C_Drag = controller.battle.WavedashFriction; } else { controller.C_Drag = controller.movement.friction; } SeedUp (); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.FALLING; controller.C_Drag = controller.jump.AirDrag; if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) { controller.velocity.x = controller.velocity.x * 0.6f; } controller.Animator.PassThroughTimer = 10; controller.IsPassing = true; //anim = controller.anima; controller.Animator.AnimateSpine = true; controller.FitAnima.Play ("Passing"); controller.Inputter.FramesYNeutral = 6; }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.SHIELDENTER; //anim = controller.anima; controller.FitAnima.Play("ShieldEnter"); controller.ApplyFriction = true; controller.NoFall = true; controller.C_Drag = controller.movement.Drag; controller.velocity.x *= 0.55f; AnimTimer = 0; if (controller.Inputter.y <= -0.60f && controller.Inputter.y >= -0.85f) { HoldDown = true; } else { HoldDown = false; } }
//public Animation anim; public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer(); controller.ApplyFriction = true; controller.FitAnima.Play("Grab"); controller.FitAnima.Update(0); if (controller.previousState == CharacterState.WAVEDASHLAND) { controller.C_Drag = controller.battle.WavedashFriction; } else { controller.C_Drag = controller.movement.friction; } SeedUp(); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent <RayCastColliders>(); controller.state = CharacterState.ATTACK; //anim = controller.anima; DtiltRef = 41; FtiltRef = 42; JabRef = 43; CheckGroundAttack(); controller.ClearBuffer(); controller.ApplyFriction = true; if (controller.previousState == CharacterState.WAVEDASHLAND) { controller.C_Drag = controller.battle.WavedashFriction; } else { controller.C_Drag = controller.movement.friction; } SeedUp(); }
public override void Enter() { FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine(); controller = SM.m_GameObject.GetComponent<RayCastColliders>(); controller.state = CharacterState.DASH_START; //anim = controller.anima; controller.FitAnima.Play ("Dash"); DeAccel = false; if (controller.previousState == CharacterState.PIVOT) { Init_direction = controller.x_facing; } else { Init_direction = controller.Inputter.Init_Xdirection; } controller.x_direction = Init_direction; controller.x_facing = Init_direction; controller.Animator.CorrectColliders (); controller.ClearBuffer (); controller.ApplyFriction = false; if (PrevVelocity > 0) { controller.velocity.x = (PrevVelocity * 0.5f) * Init_direction; } }
public void Start() { controller = GetComponentInParent<RayCastColliders> (); }
/// <summary> /// Does this platform want to have this platform become the characters parent. Used for moving platforms. /// </summary> /// <returns> /// Return a transform if you want to reparent the character. /// </returns> virtual public Transform ParentOnStand(RayCastColliders character) { return(null); }