public override void InitializeAnimation(AnimClass anim, Sprite[] sprites, int animID) { anim.addAnim(); anim.addKeyFrame(animID, sprites[18], 45.0f / 60.0f); //m_shiledObject = Resources.Load("ProjectilePrefab") as GameObject; }
public override void InitializeAnimation(AnimClass anim, Sprite[] sprites, int animID) { anim.addAnim(); anim.addKeyFrame(animID, sprites[3], 9.0f / 60.0f); anim.addKeyFrame(animID, sprites[45], 8.0f / 60.0f); anim.addKeyFrame(animID, sprites[3], 15.0f / 60.0f); }
public virtual void InitializeAnimation(AnimClass anim, Sprite[] sprites, int animID) { anim.addAnim(); anim.addKeyFrame(animID, sprites[3], 3.0f / 60.0f); anim.addKeyFrame(animID, sprites[48], 5.0f / 60.0f); anim.addKeyFrame(animID, sprites[49], 7.0f / 60.0f); }
public void Initialize() { m_me = GetComponent <Charicter>(); m_sprite = GetComponent <SpriteRenderer>(); m_inputHandler = GetComponent <BaseInputHandler>(); m_inputHandler.Initialize(); //m_attack1 = GetComponent<SaberAttack>(); //m_attack1 = GetComponent<TonfaAttack>(); //m_attack2 = GetComponent<ShieldAttack>(); //m_attack2 = GetComponent<BusterAttack>(); BuildWeapons(); m_stateClass[(int)eStates.STANDING] = GetComponent <StateStand>(); m_stateClass[(int)eStates.WALKING] = GetComponent <StateWalk>(); m_stateClass[(int)eStates.JUMPING] = GetComponent <StateJump>(); m_stateClass[(int)eStates.PRE_POST_JUMP] = GetComponent <StatePrePostJump>(); m_stateClass[(int)eStates.FALLING] = GetComponent <StateFall>(); m_stateClass[(int)eStates.SLIDING] = GetComponent <StateSlide>(); m_stateClass[(int)eStates.BLOCK] = GetComponent <StateGuard>(); m_stateClass[(int)eStates.ATTACK_1] = m_attack1.InitializeState(); m_stateClass[(int)eStates.ATTACK_2] = m_attack2.InitializeState(); m_stateClass[(int)eStates.THROW] = GetComponent <StateThrow>(); m_stateClass[(int)eStates.HIT_STUN] = GetComponent <StateHitGround>(); m_stateClass[(int)eStates.AIR_HIT_STUN] = GetComponent <StateHitAir>(); m_stateClass[(int)eStates.SPAWNING] = GetComponent <StateSpawn>(); m_stateClass[(int)eStates.KO_D] = GetComponent <StateKO>(); m_newState = eStates.SPAWNING; m_currentState = eStates.STANDING; m_stateClass[(int)m_newState].Enter(m_currentState); for (int z = 0; z < (int)eStates.SIZE_OF_E_STATES; z++) { m_stateClass[z].Initialize(m_me); } m_animations = GetComponent <AnimClass>(); m_animations.F_initialize(m_sprite); m_animations.addAnim(); // STAND m_animations.addKeyFrame((int)eStates.STANDING, m_sprites[1], 0.01f); m_animations.animRepeat((int)eStates.STANDING); m_animations.addAnim(); // WALKING m_animations.addKeyFrame((int)eStates.WALKING, m_sprites[4], 0.15f); m_animations.addKeyFrame((int)eStates.WALKING, m_sprites[5], 0.15f); m_animations.addKeyFrame((int)eStates.WALKING, m_sprites[6], 0.15f); m_animations.addKeyFrame((int)eStates.WALKING, m_sprites[5], 0.15f); m_animations.animRepeat((int)eStates.WALKING); m_animations.addAnim(); // JUMPING m_animations.addKeyFrame((int)eStates.JUMPING, m_sprites[7], 0.01f); m_animations.animRepeat((int)eStates.JUMPING); m_animations.addAnim(); // PRE_POST_JUMP m_animations.addKeyFrame((int)eStates.PRE_POST_JUMP, m_sprites[1], 0.01f); m_animations.animRepeat((int)eStates.PRE_POST_JUMP); m_animations.addAnim(); // FALLING m_animations.addKeyFrame((int)eStates.FALLING, m_sprites[7], 0.01f); m_animations.animRepeat((int)eStates.FALLING); m_animations.addAnim(); // SLIDING m_animations.addKeyFrame((int)eStates.SLIDING, m_sprites[26], 0.01f); m_animations.animRepeat((int)eStates.SLIDING); m_animations.addAnim(); // BLOCK m_animations.addKeyFrame((int)eStates.BLOCK, m_sprites[51], 0.01f); m_animations.animRepeat((int)eStates.BLOCK); m_attack1.InitializeAnimation(m_animations, m_sprites, (int)eStates.ATTACK_1); m_attack2.InitializeAnimation(m_animations, m_sprites, (int)eStates.ATTACK_2); m_animations.addAnim(); // THROW m_animations.addKeyFrame((int)eStates.THROW, m_sprites[3], 5.0f / 60.0f); m_animations.addKeyFrame((int)eStates.THROW, m_sprites[27], 8.0f / 60.0f); m_animations.addKeyFrame((int)eStates.THROW, m_sprites[18], 12.0f / 60.0f); //m_animations.animRepeat((int)eStates.THROW); m_animations.addAnim(); // HIT_STUN m_animations.addKeyFrame((int)eStates.HIT_STUN, m_sprites[20], 0.01f); m_animations.animRepeat((int)eStates.HIT_STUN); m_animations.addAnim(); // AIR_HIT_STUN m_animations.addKeyFrame((int)eStates.AIR_HIT_STUN, m_sprites[21], 0.01f); m_animations.animRepeat((int)eStates.AIR_HIT_STUN); m_animations.addAnim(); // SPAWNING m_animations.addKeyFrame((int)eStates.SPAWNING, m_sprites[0], 0.2f); m_animations.addKeyFrame((int)eStates.SPAWNING, m_sprites[0], 0.2f); m_animations.addKeyFrame((int)eStates.SPAWNING, m_sprites[10], 0.2f); m_animations.addKeyFrame((int)eStates.SPAWNING, m_sprites[11], 0.2f); m_animations.addKeyFrame((int)eStates.SPAWNING, m_sprites[1], 0.2f); m_animations.addKeyFrame((int)eStates.SPAWNING, m_sprites[2], 0.25f); m_animations.addAnim(); // KO_D m_animations.addKeyFrame((int)eStates.KO_D, m_sprites[28], 0.01f); m_animations.animRepeat((int)eStates.KO_D); m_animations.F_play(); ResetInputs(); m_me.Initialize(m_sprite); }