void _createHealthUI() { HealthUI hui = character.GetComponent <HealthUI>(); if (!hui) { hui = Undo.AddComponent <HealthUI>(character); } }
/// <summary> /// initialize component /// </summary> public void initialize() { if (m_Initialized) { return; } m_Animator = GetComponent <Animator>(); if (!m_Animator) { Debug.LogError("Cannot find component 'Animator'" + " < " + this.ToString() + ">"); return; } m_Audio = GetComponent <AudioManager>(); if (!m_Audio) { Debug.LogError("Cannot find component 'AudioManager'" + " < " + this.ToString() + ">"); return; } m_Character = GetComponent <TPCharacter>(); if (!m_Character) { Debug.LogError("Cannot find component 'TPCharacter'" + " < " + this.ToString() + ">"); return; } m_Character.initialize(); m_Character.setIKMode(TPCharacter.IKMode.None); AudioManager amg = m_Character.audioManager as AudioManager; if (!amg) { Debug.LogError("Cannot find component 'AudioManager'" + " < " + this.ToString() + ">"); return; } m_Audio = amg; m_DefaultWeaponSounds = GetComponent <WeaponAudio>(); if (!m_DefaultWeaponSounds) { Debug.LogError("Cannot find 'WeaponAudio' component <" + this.ToString() + " >"); return; } m_Stats = GetComponent <Stats>(); if (!m_Stats) { Debug.LogError("Cannot find 'Stats' component: " + " < " + this.ToString() + ">"); return; } m_HealthUI = GetComponent <HealthUI>(); m_Ragdoll = GetComponent <RagdollManager>(); if (!m_Ragdoll) { Debug.LogError("Cannot find component 'RagdollManager'" + " < " + this.ToString() + ">"); return; } m_Ragdoll.initialize(); m_Ragdoll.OnHit = () => { m_Character.simulateRootMotion = false; m_Character.disableMove = true; m_Character.rigidBody.velocity = Vector3.zero; m_Character.rigidBody.detectCollisions = false; m_Character.rigidBody.isKinematic = true; m_Character.capsule.enabled = false; }; // allow movement when transitioning to animated m_Ragdoll.OnStartTransition = () => { /* * Enable simulating root motion on transition if * character is not in full ragdoll to * make character not freeze on place when hit. * Otherwise root motion will interfere with getting up animation. */ if (!m_Ragdoll.isFullRagdoll && !m_Ragdoll.isGettingUp) { m_Character.simulateRootMotion = true; m_Character.rigidBody.detectCollisions = true; m_Character.rigidBody.isKinematic = false; m_Character.capsule.enabled = true; } }; // event that will be last fired ( when full ragdoll - on get up, when hit reaction - on blend end m_Ragdoll.LastEvent = () => { m_Character.simulateRootMotion = true; m_Character.disableMove = false; m_Character.rigidBody.detectCollisions = true; m_Character.rigidBody.isKinematic = false; m_Character.capsule.enabled = true; }; m_Ragdoll.ragdollEventTime = 4.0f; //m_Ragdoll.OnTimeEnd = () => //{ // if (m_Stats.health > 0) // { // m_Ragdoll.blendToMecanim(); // } // //m_Ragdoll.OnTimeEnd = null; //}; GameObject playerGO = GameObject.FindGameObjectWithTag("Player"); if (!playerGO) { Debug.LogError("Cannot find object with tag 'Player' " + " < " + this.ToString() + ">"); return; } m_Player = playerGO.GetComponent <Player>(); if (!m_Player) { Debug.LogError("Cannot find 'Player' script on " + playerGO.name + " < " + this.ToString() + ">"); return; } m_path = new UnityEngine.AI.NavMeshPath(); m_NpcState = NPCState.Idle; m_NPCManager = GameObject.FindObjectOfType <NPCManager>(); m_StartPosition = transform.position; m_StartLookAt = transform.forward; #if SMOOTH_MOVEMENT for (int i = 0; i < avgMove.Length; i++) { avgMove[i] = Vector3.zero; } #endif if (!attackSweepBody) { Debug.LogError("Cannot find attack sweep body used for finding obstructions." + " < " + this.ToString() + ">"); return; } m_DamageUI = GetComponent <DebugUI>(); m_Initialized = true; }