private void Awake()
    {
        Controller = new CharacterController(gameObject.AddComponent <Rigidbody>());
        Animator anim = transform.GetComponentInChildren <Animator>();

        animatorHook = anim.gameObject.AddComponent <AnimatorHook>();
        animatorHook.Init(anim, Controller);
        Init();
    }
示例#2
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    public void Init()
    {
        SetupAnimator();
        rBody             = GetComponent <Rigidbody>();
        rBody.angularDrag = 999;
        rBody.drag        = 4;
        rBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
        a_hook            = activeModel.AddComponent <AnimatorHook>();
        a_hook.Init(this);

        gameObject.layer = 8;
        ignoreLayers     = ~(1 << 9);
    }
示例#3
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    public void Init()
    {
        animator = model.GetComponent <Animator>();
        animator.applyRootMotion = false;
        rigid             = GetComponent <Rigidbody>();
        rigid.drag        = 4;
        rigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotationY;

        hook = model.AddComponent <AnimatorHook>();
        hook.Init(this);

        gameObject.layer = 8;
        ignoreLayers     = ~(1 << 9);
        animator.SetBool("onGround", true);
    }
示例#4
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    void Start()
    {
        if (activeModel == null)
        {
            Debug.LogError("No active model assigned to the StateManager!");
        }

        animator        = activeModel.GetComponent <Animator>();
        inputController = GetComponent <InputController>();

        animatorHook = activeModel.AddComponent <AnimatorHook>();
        animatorHook.Init(this, GetComponent <Rigidbody>());

        animator.applyRootMotion = false;
    }
示例#5
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    public void Init()
    {
        SetupAnimator();

        spawnProjectiles.Init(this);

        rb             = GetComponent <Rigidbody>();
        rb.angularDrag = 999;
        rb.drag        = 4;
        rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;

        a_hook = activeModel.AddComponent <AnimatorHook>();
        a_hook.Init(this);

        //ignoreLayers = ~(1<<10);
        anim.SetBool("onGround", true);
    }
示例#6
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    public void Init()
    {
        SetupAnimator();

        rb             = GetComponent <Rigidbody>();
        rb.angularDrag = 999;
        rb.drag        = 4;
        rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;

        animHook = activeModel.AddComponent <AnimatorHook>();
        animHook.Init(this);

        gameObject.layer = 8;
        ignoredLayers    = ~(1 << 9);

        anim.SetBool("isGrounded", true);
    }
示例#7
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        private void Start()
        {
            health   = 100000;
            anim     = GetComponentInChildren <Animator>();
            enTarget = GetComponent <EnemyTarget>();
            enTarget.Init(this);

            rigid = GetComponent <Rigidbody>();

            a_hook = anim.GetComponent <AnimatorHook>();
            if (a_hook == null)
            {
                a_hook = anim.gameObject.AddComponent <AnimatorHook>();
            }
            a_hook.Init(null, this);

            InitRagdoll();
            parryIsOn = false;
        }
示例#8
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    public void Init()
    {
        SetupAnimator();
        rigid             = GetComponent <Rigidbody>();
        rigid.drag        = 4;
        rigid.angularDrag = 999;
        rigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;

        inventoryManager = GetComponent <InventoryManager>();
        inventoryManager.Init(this);

        actionManager = GetComponent <ActionManager>();
        actionManager.Init(this);

        animHook = activeModel.GetComponent <AnimatorHook>();

        if (animHook == null)
        {
            animHook = activeModel.AddComponent <AnimatorHook>();
        }

        animHook.Init(this, null);

        gameObject.layer     = 8;
        ignoreLayers         = ~(1 << 9);
        ignoreForGroundCheck = ~(1 << 9 | 1 << 10);

        animator.SetBool(StaticStrings.animParam_OnGround, true);

        pickableItemManager = GetComponent <PickableItemsManager>();

        UIManager UIManager = UIManager.Instance;

        characterStats.InitCurrent();
        UIManager.EffectAll(characterStats.hp, characterStats.fp, characterStats.stamina);
        UIManager.InitSouls(characterStats.currentSouls);

        prevGround = true;

        DialogueManager.Instance.Init(this.transform);
    }