Пример #1
0
        public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo)
        {
            CharacterControl control = CharacterManager.Instance.GetCharacter(animator);
            Vector3          endPos  = control.lc.GrabbedLedge.transform.position + control.lc.GrabbedLedge.EndPosition;

            control.transform.position = endPos;
            control.SkinnedMeshAnimator.transform.position = endPos;
            control.SkinnedMeshAnimator.transform.parent   = control.transform;
            control.RIGID_BODY.velocity = Vector3.zero;
            control.GetComponent <BoxCollider>().enabled = true;
        }
Пример #2
0
        private void ToggleBoxCol(CharacterControl control)
        {
            //control.RIGID_BODY.velocity = Vector3.zero;
            //control.RIGID_BODY.useGravity = On;
            control.GetComponent <BoxCollider>().enabled = false;

            if (RepositionSpheres)
            {
                control.colS.Reposition_BottomSpheres();
                control.colS.Reposition_FrontSpheres();
            }
        }
Пример #3
0
        private void TakeDamage(AttackInfo info)
        {
            if (info.MustCollide)
            {
                CameraManager.Instance.ShakeCamera(0.2f);
            }

            Debug.Log(info.Attacker.gameObject.name + " hits: " + this.gameObject.name);
            Debug.Log(this.gameObject.name + " hit in " + DamagedPart.ToString());

            //control.SkinnedMeshAnimator.runtimeAnimatorController = info.AttackAbility.GetDeathAnimator();
            control.SkinnedMeshAnimator.runtimeAnimatorController = DeathAnimationManager.Instance.GetAnimator(DamagedPart, info);
            info.CurrentHits++;

            control.GetComponent <BoxCollider>().enabled = false;
            control.RIGID_BODY.useGravity = false;
        }