void Start() { cameraHook = transform; StartCoroutine(LazyPause()); // validate component references if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; if (character == null) character = GetComponent(typeof(CharacterController)) as CharacterController; // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations animation["idle_2"].layer = 0; animation["idle_2"].wrapMode = WrapMode.Loop; animation["walking"].layer = 1; animation["walking"].wrapMode = WrapMode.Loop; animation["running"].layer = 1; animation["running"].wrapMode = WrapMode.Loop; //animation["zombiewalk"].layer = 2; animation["zombiewalk"].wrapMode = WrapMode.Loop; animation.Play("idle_2"); }
void Start() { // validate component references if (computer == null) { computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; } if (character == null) { character = GetComponent(typeof(CharacterController)) as CharacterController; } // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations GetComponent <Animation>()["idle"].layer = 0; GetComponent <Animation>()["idle"].wrapMode = WrapMode.Loop; GetComponent <Animation>()["sitidle"].layer = 1; GetComponent <Animation>()["sitidle"].wrapMode = WrapMode.Loop; GetComponent <Animation>()["walk"].layer = 1; GetComponent <Animation>()["walk"].wrapMode = WrapMode.Loop; GetComponent <Animation>()["trot"].layer = 1; GetComponent <Animation>()["trot"].wrapMode = WrapMode.Loop; GetComponent <Animation>()["scratching"].layer = 1; GetComponent <Animation>()["scratching"].wrapMode = WrapMode.Loop; GetComponent <Animation>()["beg"].layer = 1; GetComponent <Animation>()["beg"].wrapMode = WrapMode.Loop; GetComponent <Animation>()["barking"].layer = 3; GetComponent <Animation>()["barking"].wrapMode = WrapMode.Once; GetComponent <Animation>()["howl"].layer = 3; GetComponent <Animation>()["howl"].wrapMode = WrapMode.Once; GetComponent <Animation>().Play("sitidle"); dogIdle = true; }
void Start() { cameraHook = transform; StartCoroutine(LazyPause()); // validate component references if (computer == null) { computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; } if (character == null) { character = GetComponent(typeof(CharacterController)) as CharacterController; } // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations animation["idle_2"].layer = 0; animation["idle_2"].wrapMode = WrapMode.Loop; animation["walking"].layer = 1; animation["walking"].wrapMode = WrapMode.Loop; animation["running"].layer = 1; animation["running"].wrapMode = WrapMode.Loop; //animation["zombiewalk"].layer = 2; animation["zombiewalk"].wrapMode = WrapMode.Loop; animation.Play("idle_2"); }
void Start() { // validate component references if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; if (character == null) character = GetComponent(typeof(CharacterController)) as CharacterController; // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations animation["idle"].layer = 0; animation["idle"].wrapMode = WrapMode.Loop; animation["walk"].layer = 1; animation["walk"].wrapMode = WrapMode.Loop; animation["run"].layer = 1; animation["run"].wrapMode = WrapMode.Loop; animation["fly"].layer = 3; animation["fly"].wrapMode = WrapMode.Loop; animation["glide"].layer = 3; animation["glide"].wrapMode = WrapMode.Once; animation["takeoff"].layer = 3; animation["takeoff"].wrapMode = WrapMode.Once; animation["fireBreath"].layer = 3; animation["fireBreath"].wrapMode = WrapMode.Once; //animation.Play("idle"); animation.Play("fly"); }
void Start() { // validate component references if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; if (character == null) character = GetComponent(typeof(CharacterController)) as CharacterController; // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations GetComponent<Animation>()["idle"].layer = 0; GetComponent<Animation>()["idle"].wrapMode = WrapMode.Loop; GetComponent<Animation>()["walk01"].layer = 1; GetComponent<Animation>()["walk01"].wrapMode = WrapMode.Loop; GetComponent<Animation>()["run"].layer = 1; GetComponent<Animation>()["run"].wrapMode = WrapMode.Loop; GetComponent<Animation>()["attack"].layer = 3; GetComponent<Animation>()["attack"].wrapMode = WrapMode.Once; GetComponent<Animation>()["headbutt"].layer = 3; GetComponent<Animation>()["headbutt"].wrapMode = WrapMode.Once; GetComponent<Animation>()["scratchidle"].layer = 3; GetComponent<Animation>()["scratchidle"].wrapMode = WrapMode.Once; GetComponent<Animation>()["walk02"].layer = 3; GetComponent<Animation>()["walk02"].wrapMode = WrapMode.Once; GetComponent<Animation>()["standup"].layer = 3; GetComponent<Animation>()["standup"].wrapMode = WrapMode.Once; GetComponent<Animation>().Play("idle"); }
void Start() { eye = transform.Find("Hips/Spine/Spine1/Spine2/Neck/Neck1/Head/RightEye"); followScript = GetComponent(typeof(AIFollow)) as AIFollow; // validate component references if (computer == null) { computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; } if (character == null) { character = GetComponent(typeof(CharacterController)) as CharacterController; } if (victim == null) { victim = GameObject.Find("Main Camera"); } if (followScript.target == null) { followScript.target = GameObject.Find("Main Camera").transform; } lastInterval = Time.realtimeSinceStartup; // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations animation["idle"].layer = 0; animation["idle"].wrapMode = WrapMode.Loop; animation["walk01"].layer = 1; animation["walk01"].wrapMode = WrapMode.Loop; animation["run"].layer = 1; animation["run"].wrapMode = WrapMode.Loop; animation["attack"].layer = 3; animation["attack"].wrapMode = WrapMode.Once; animation["headbutt"].layer = 3; animation["headbutt"].wrapMode = WrapMode.Once; animation["scratchidle"].layer = 3; animation["scratchidle"].wrapMode = WrapMode.Once; animation["walk02"].layer = 3; animation["walk02"].wrapMode = WrapMode.Once; animation["standup"].layer = 3; animation["standup"].wrapMode = WrapMode.Once; // Load audio //audio.clip = Resources.Load("zombie_moan1.mp3") as AudioClip; //audio.Play(); variableInterval = updateInterval; //animation.Play("idle"); Walk(); }
void Start() { // validate component references if (computer == null) { computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; } // tell the computer that this script will manage its execution computer.isManagedExternally = true; // initialize the computer computer.Initialize(); // set up properties for the animations animation["trot"].layer = 1; animation["trot"].wrapMode = WrapMode.Once; }
void OnSceneGUI() { computer = (RootMotionComputer) target; if (!computer.isDebugMode || computer.pelvis == null) return; Color col = Handles.color; // draw a label at the pelvis Handles.Label(computer.pelvis.position, "Pelvis"); // draw the pelvis right axis Handles.color = rightAxisColor; Handles.ArrowCap(-1, computer.pelvis.position, computer.pelvis.rotation*Quaternion.FromToRotation(Vector3.forward, computer.pelvisRightAxis), computer.debugGizmoSize); Handles.Label(computer.pelvis.position+computer.pelvis.TransformDirection(computer.pelvisRightAxis).normalized*computer.debugGizmoSize, "Right Axis"); Handles.color = col; }
void Start() { //GameObject hahmo = GameObject.Find("asterix"); //GameObject GC = GameObject.Find("GameController"); //GameControllerSpawn GCS = GC.GetComponent<GameControllerSpawn>(); //transform.position = new Vector3(GCS.xSpawn, GCS.ySpawn, GCS.zSpawn); /* GameObject GC = GameObject.Find("GameController"); GameControllerSpawn GCS = GC.GetComponent<GameControllerSpawn>(); xSpawnChar = GCS.xSpawn; ySpawnChar = GCS.ySpawn; zSpawnChar = GCS.zSpawn; */ //Debug.Log("KATO MYÖS TÄMÄ: "+GCS.xSpawn+", "+GCS.ySpawn+", "+GCS.zSpawn); //transform.position = new Vector3(xSpawnChar, ySpawnChar, zSpawnChar); //Debug.Log("Xx:"+GCS.xSpawn+" Yy:"+GCS.ySpawn+" Zz:"+GCS.zSpawn); //transform.position = new Vector3(0,0,0); // validate component references if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; if (character == null) character = GetComponent(typeof(CharacterController)) as CharacterController; // tell the computer to just output values but not apply motion computer.applyMotion = true; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations animation["idle"].layer = 0; animation["idle"].wrapMode = WrapMode.Loop; animation["walk"].layer = 1; animation["walk"].wrapMode = WrapMode.Loop; //animation["run"].layer = 1; animation["run"].wrapMode = WrapMode.Loop; animation["jump"].layer = 4; animation["jump"].wrapMode = WrapMode.Once; animation["back_flip_to_uppercut"].layer = 2; animation["back_flip_to_uppercut"].wrapMode = WrapMode.Once; animation["running_jump"].layer = 3; animation["running_jump"].wrapMode = WrapMode.Once; //animation["zombiewalk"].layer = 2; animation["zombiewalk"].wrapMode = WrapMode.Loop; animation.Play("idle"); }
void Start() { eye = transform.Find("Hips/Spine/Spine1/Spine2/Neck/Neck1/Head/RightEye"); followScript = GetComponent(typeof(AIFollow)) as AIFollow; // validate component references if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer; if (character == null) character = GetComponent(typeof(CharacterController)) as CharacterController; if (victim == null) victim = GameObject.Find("Main Camera"); if (followScript.target == null) followScript.target = GameObject.Find("Main Camera").transform; lastInterval = Time.realtimeSinceStartup; // tell the computer to just output values but not apply motion computer.applyMotion = false; // tell the computer that this script will manage its execution computer.isManagedExternally = true; // since we are using a character controller, we only want the z translation output computer.computationMode = RootMotionComputationMode.ZTranslation; // initialize the computer computer.Initialize(); // set up properties for the animations animation["idle"].layer = 0; animation["idle"].wrapMode = WrapMode.Loop; animation["walk01"].layer = 1; animation["walk01"].wrapMode = WrapMode.Loop; animation["run"].layer = 1; animation["run"].wrapMode = WrapMode.Loop; animation["attack"].layer = 3; animation["attack"].wrapMode = WrapMode.Once; animation["headbutt"].layer = 3; animation["headbutt"].wrapMode = WrapMode.Once; animation["scratchidle"].layer = 3; animation["scratchidle"].wrapMode = WrapMode.Once; animation["walk02"].layer = 3; animation["walk02"].wrapMode = WrapMode.Once; animation["standup"].layer = 3; animation["standup"].wrapMode = WrapMode.Once; // Load audio //audio.clip = Resources.Load("zombie_moan1.mp3") as AudioClip; //audio.Play(); variableInterval = updateInterval; //animation.Play("idle"); Walk(); }
protected virtual void Awake() { if (m_Config == null) { throw new ComponentNotFoundException("AnimConfig not defined!"); } if (animation == null) { throw new ComponentNotFoundException("Animation not defined!"); } m_RootMotionComp = GetComponent <RootMotionComputer>(); m_Animation = animation; m_Animation.playAutomatically = false; m_Animation.cullingType = AnimationCullingType.AlwaysAnimate; AnimationState state = GetState(EAnimType.DIE); if (state != null && state.wrapMode != WrapMode.ClampForever) { Debug.LogError("Death animation wrapMode of '" + name + "' is not ClampForever!"); } }
void OnSceneGUI() { computer = (RootMotionComputer)target; if (!computer.isDebugMode || computer.pelvis == null) { return; } Color col = Handles.color; // draw a label at the pelvis Handles.Label(computer.pelvis.position, "Pelvis"); // draw the pelvis right axis Handles.color = rightAxisColor; Handles.ArrowCap(-1, computer.pelvis.position, computer.pelvis.rotation * Quaternion.FromToRotation(Vector3.forward, computer.pelvisRightAxis), computer.debugGizmoSize); Handles.Label(computer.pelvis.position + computer.pelvis.TransformDirection(computer.pelvisRightAxis).normalized *computer.debugGizmoSize, "Right Axis"); Handles.color = col; }