public CharacterMoveState(Character parent, IGamePad pad) : base(parent) { gamepad = pad; animation = character.animation as CharacterAnimationController; Init(); }
// Start is called before the first frame update private void Init() { CharacterParam.Name = CharacterName; CharacterParam.HitPoint = CharacterHP; CharacterParam.MagicPoint = CharacterMp; CharacterParam.Speed = CharacterSpeed; CharacterParam.CharacterType = CharacterType; CharacterParam.Attack = CharacterAttack; CharacterParam.IsEnemy = IsEnemy; if (!IsEnemy) { CharacterParam.FirstButtonAction = FirstButtonAction; CharacterParam.SecondButtonAction = SecondButtonAction; CharacterParam.ThirdButtonAction = ThirdButtonAction; CharacterParam.FourthButtonAction = FourthButtonAction; } else { attackSpan = 10f; } CharacterAnimationController = this.gameObject.GetComponent <CharacterAnimationController>(); }
void Start() { box = GetComponent <BoxCollider2D>(); statusP = GetComponentInParent <PlayerStats>(); statusE = GetComponentInParent <EnemyStats>(); artifact = GetComponentInParent <Artifact>(); anim = GetComponentInParent <CharacterAnimationController>(); }
void Start() { _animationController = GetComponent<CharacterAnimationController>(); _rigidbody = GetComponent<Rigidbody>(); _soundController = SoundController.Instance; _particleManager = ParticleManager.Instance; }
// The View is the Unity GameObject and Animator. They don't need seperate classes here. // ----------------------------------------------- End Data members ------------------------------------------ // --------------------------------------------------- Methods ----------------------------------------------- // -------------------------------------------------------------------- // Use this for initialization void Awake() { // Setting up references to other objects. playerMovement = GetComponent <PlayerMovement>(); animationController = GetComponent <CharacterAnimationController>(); state = GetComponent <PlayerStates>(); anim = GetComponent <Animator>(); }
private void Awake() { characterMovement = GetComponent <CharacterMovementController>(); characterAnimation = GetComponent <CharacterAnimationController>(); characterCombat = GetComponent <CharacterCombat>(); health = GetComponent <Health>(); rigidBody2D = GetComponent <Rigidbody2D>(); }
public override void Update(GameTime time) { Move(time); currentAnimation = path.Count > 0 ? moveAnimation : idleAnimation; currentAnimation.X = X; currentAnimation.Y = Y; currentAnimation.Update(time); }
public CharacterBaseState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) { _characterModel = characterModel; _inputModel = inputModel; _animationController = animationController; _stateMachine = stateMachine; }
public override void Awake() { InputManager = GetComponent <InputManager>(); charAnimController = GetComponent <CharacterAnimationController>(); EquipWeapon(weaponPrefab); timeController = GetComponent <TimeController>(); base.Awake(); UIManager.Instance.RegisterPlayer(this); }
void Start() { overview = GameObject.Find("DialogueView2"); choice = GameObject.Find("ChoiceManager").GetComponent <Choices>(); origin = overview.transform.position; dateCharacterController = GameObject.FindGameObjectWithTag("DateCharacter").GetComponent <CharacterAnimationController>(); sceneLoader = SceneLoader.SceneLoaderInstance; StartCoroutine(StartGame()); }
public DancingState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) : base(characterModel, inputModel, animationController, stateMachine) { Type = StateType.Default; IsTargeting = false; IsAttacking = false; CanExit = false; CanBeOverriden = true; }
private void Awake() { equipment = GetComponent <PlayerEquipment>(); mysql = FindObjectOfType <Mysql>(); animationController = GetComponentInChildren <CharacterAnimationController>(); mouseLook = GetComponent <mouseLook>(); respawnUpdateTime = Time.time; }
public PlayerMover(ICharacterInput input, Transform objectToMove, CharacterSettings settings) { _input = input as PlayerInput; _objectToMove = objectToMove; _settings = settings; _objectToMoveRig = objectToMove.GetComponent <Rigidbody>(); _charAnim = objectToMove.GetComponentInChildren <CharacterAnimationController>(); _speed = new SpeedParams(settings.Speed); currentSpeed = _speed.walk; }
public override void InitScene() { foreach (KeyValuePair <string, Action> sceneEvent in GetSceneEventMethods(this)) { AddHandler(sceneEvent.Key, sceneEvent.Value); } MysteryManController = MysteryMan.GetComponent <CharacterAnimationController>(); MedicController = Medic.GetComponent <CharacterAnimationController>(); MysteryManIntroDialogue = MysteryManIntroDialogueObject.GetComponent <MysteryManIntro>(); }
private void Awake() { animationController = GetComponentInChildren <CharacterAnimationController>(); controller = GetComponent <CharacterController>(); agent = GetComponent <NavMeshAgent>(); playerCharacter = GetComponent <PlayerCharacter>(); path = new NavMeshPath(); elapsed = 0.0f; agent.speed = walkSpeed; }
void Start() { rbody = GetComponent <Rigidbody>(); animController = GetComponent <CharacterAnimationController>(); NavMeshAgent agent = GetComponent <NavMeshAgent>(); if (agent != null) { gameObject.GetComponent <NavMeshAgent>().isStopped = true; gameObject.GetComponent <NavMeshAgent>().speed = navMoveSpeed; } }
void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); stat = player.GetComponent <PlayerStats>(); anim = player.GetComponent <CharacterAnimationController>(); money = GetComponent <Money>(); if (Instance == null) { Instance = this; } }
public AIMover(ICharacterInput input, GameObject objectToMove, CharacterSettings settings) { _settings = settings; _objectToMove = objectToMove; _input = input as AIInputNav; _charAnim = objectToMove.GetComponentInChildren <CharacterAnimationController>(); _speed = new SpeedParams(settings.Speed); Vector3 startPos = _settings.Path.transform.GetChild(0).position; SetStartPosition(startPos); CreateNavMeshAgent(); }
void Awake() { _characterData = GetComponent <CharacterData>(); _characterMovement = GetComponent <CharacterMovement>(); _characterRotation = GetComponent <CharacterRotation>(); _characterAttack = GetComponent <CharacterAttack>(); _characterAnimCtrl = GetComponent <CharacterAnimationController>(); _characterLauncher = GetComponent <CharacterLaunchProjectile>(); _isPlayer = gameObject.CompareTag("Player"); if (_isPlayer) { _playerInput = GetComponent <PlayerInput>(); } }
public static void OnPlayerAttack(PlayerCharacter receiver, Collider other) { PlayerCharacter attacker = other.GetComponent <Weapon>().player.GetComponent <PlayerCharacter>(); if (attacker.id != receiver.id) { CharacterAnimationController animationController = attacker.GetComponentInChildren <CharacterAnimationController>(); if (animationController.currentAttack != null && !animationController.currentAttack.done) { animationController.currentAttack.done = true; DoDamage(attacker, receiver, animationController.currentAttack); } } }
public void InitializeCharacter(CharacterSettings settings) { this.settings = settings; isPlayer = !settings.IsAi; isAlive = true; //create input for player or AI nav input = !isPlayer ? new AIInputNav(settings, transform, this) as ICharacterInput : new PlayerInput(transform); //create mover characterMover = !isPlayer ? new AIMover(input, gameObject, settings) as ICharacterMover : new PlayerMover(input, transform, settings); //create character combat characterCombat = new CharacterCombat(input, settings.Health, gameObject, this); charAnim = gameObject.GetComponentInChildren <CharacterAnimationController>(); }
void Start() { mainCamera = GameObject.FindWithTag("MainCamera"); if (GameObject.FindWithTag("Player") != null) { charController = GameObject.FindWithTag("Player").GetComponent <ThirdPerson3D>(); playInt = charController.transform.GetComponent <Player_Interaction>(); // navAgent = charController.transform.GetComponent<NavMeshAgent>(); cfo = GameObject.Find("Camera Look Target").GetComponent <CameraFollowOrbit>(); animController = anim.transform.GetComponent <CharacterAnimationController>(); origin = GameObject.Find("Camera Move Target").transform; destination = origin; } this.enabled = false; }
private void Start() { bool a = IsEnemy; if (a == false) { CharacterParam.FirstButtonAction = FirstButtonAction; CharacterParam.SecondButtonAction = SecondButtonAction; CharacterParam.ThirdButtonAction = ThirdButtonAction; CharacterParam.FourthButtonAction = FourthButtonAction; //キャラクターの一番目のボタンの行動でパラメーターがきまる・・?? CharacterAnimationController = GetComponent <CharacterAnimationController>(); } }
// Use this for initialization private void Start() { base.Start(); cameraTransform = Camera.main.transform; characterCon = GetComponent <CharacterController>(); if (characterCon == null) { Debug.LogError("need Component CharacterController"); } chaAnimationCon = animationCon as CharacterAnimationController; if (chaAnimationCon == null) { Debug.LogError("need Component CharacterAnimationController"); } chaAnimationCon.SetAttackSpeed(attackSpeed); chaAnimationCon.SetMoveSpeed(moveSpeed); maxhp = PlayerData.CurrentHP; mpRate = PlayerData.CurrentPOWERADD; attackDamage = PlayerData.CurrentATK; attackSpeed = PlayerData.CurrentAS; moveSpeed = PlayerData.CurrentMS; currenthp = maxhp; currentmp = maxmp; isControl = true; if (PlayerData.TECHGRADE.Count == 3) { skills[1].damageFactor *= (PlayerData.TECHGRADE[0] * 0.05f + 1.0f); skills[2].damageFactor *= (PlayerData.TECHGRADE[1] * 0.05f + 1.0f); skills[3].damageFactor *= (PlayerData.TECHGRADE[2] * 0.05f + 1.0f); } bloodChangeEvent.Invoke(maxhp, currenthp); energyChangeEvent.Invoke(maxmp, currentmp); //Debug.Log(PlayerData.CurrentATK.ToString() + "," + PlayerData.CurrentAS.ToString() + "," + PlayerData.CurrentMS.ToString() + "," + PlayerData.CurrentPOWERADD.ToString()); updatePlayData.Invoke(attackDamage, attackSpeed, moveSpeed, mpRate); if (showEffect != null) { Instantiate(showEffect, transform.position, transform.rotation); } }
/// <summary> /// Called from the Player Class, this sets the timescale to be slowed down and speeds up the animator so the /// player moves at the same speed relative to the world in realtime /// </summary> public void DoSlowMotion(CharacterAnimationController animatorController) { if (!(Time.time >= nextUse)) { return; } Time.timeScale = slowDownFactor; timeMultiplier = 1 / slowDownFactor; characterAnimationController = animatorController; originalRotation = animatorController.rotationSpeed; animatorController.rotationSpeed = originalRotation * timeMultiplier; characterAnimationController.anim.speed = timeMultiplier; originalFixedTime = Time.fixedDeltaTime; Time.fixedDeltaTime = Time.timeScale * 0.02f; exitTime = Time.time + (slowDownLength * slowDownFactor); slowMo = true; }
public CharacterCombat(ICharacterInput input, float health, GameObject character, MonoBehaviour myMonoBehaviour) { _health = health; _input = input; _characterObject = character; _myMonoBehaviour = myMonoBehaviour; _character = character.GetComponent <Character>(); _characterField = character.GetComponent <FieldOfView>(); _characterRigidbody = character.GetComponent <Rigidbody>(); _agent = character.GetComponent <NavMeshAgent>(); _charAnim = character.GetComponentInChildren <CharacterAnimationController>(); if (_character.isPlayer) { UIController.instance.UpdateHealthUI(_health); } }
void Start() { raycastCollider = GetComponent <RaycastCollider2D>(); input = GetComponent <InputManager>(); timers = GetComponent <Timers>(); stats = GetComponent <PlayerStats>(); sprite = GetComponent <SpriteRenderer>(); anim = GetComponent <CharacterAnimationController>(); // Init all timers timers.RegisterTimer("jumpBuffer", inputBufferTimeSeconds); timers.RegisterTimer("coyoteBuffer", coyoteTimeSeconds); timers.RegisterTimer("platformFallThrough", platformFallThroughSeconds); timers.RegisterTimer("dashBuffer", dashCooldownSeconds); // make teleporter sprite deactivated teleporter.GetComponent <Renderer>().enabled = false; }
// Start is called before the first frame update private void Init() { CharacterParam.HitPoint = CharacterHP; CharacterParam.MagicPoint = CharacterMp; CharacterParam.Speed = CharacterSpeed; CharacterParam.CharacterType = CharacterType; //キャラクターの一番目のボタンの行動でパラメーターがきまる・・?? CharacterParam.FirstButtonAction = FirstButtonAction; CharacterParam.SecondButtonAction = SecondButtonAction; CharacterParam.ThirdButtonAction = ThirdButtonAction; CharacterParam.FourthButtonAction = FourthButtonAction; CharacterAnimationController = GetComponent <CharacterAnimationController>(); }
public MovementStrategyAbstract(CharacterController characterControllerRef) { characterController = characterControllerRef; rBody = characterControllerRef.GetComponent <Rigidbody2D>(); animController = characterControllerRef.GetComponent <CharacterAnimationController>(); walkSpeed = characterControllerRef.GetWalkSpeed(); crouchSpeed = characterControllerRef.GetCrouchSpeed(); jumpSpeed = characterControllerRef.GetJumpSpeed(); maxJumpCount = characterControllerRef.GetMaxJumpCount(); gravityMultiplier = characterControllerRef.GetGravityMultiplier(); characterTransform = characterControllerRef.GetComponent <Transform>(); groundCheck = characterControllerRef.GetGroundCheckTransform(); whatIsGround = characterControllerRef.GetWhatIsGroundLayerMask(); }
/// <summary> /// 外部のオブジェクトを参照するデータの初期化 /// </summary> protected void InitData() { mapManager = GameObject.Find("map_manager").GetComponent <MapManager>(); state = new CharacterStayState(this, parent.gamepad); animation = new CharacterAnimationController(sprite); //チーム設定 baseParameter.team = new Team(parent.team.name); //初期ポジション設定 baseParameter.mapPosition = mapManager.mapParameter.GetFirstPosition(parent.number); var screenPos = baseParameter.mapPosition.GetScreenPositionByMapPosition(); transform.localPosition = new Vector3(screenPos.x, screenPos.y, transform.localPosition.z); }
void Start() { characterAnimationController = GetComponent<CharacterAnimationController>(); }
/// <summary> /// �O���̃I�u�W�F�N�g��Q�Ƃ���f�[�^�̏����� /// </summary> protected void InitData() { mapManager = GameObject.Find("map_manager").GetComponent<MapManager>(); state = new CharacterStayState(this, parent.gamepad); animation = new CharacterAnimationController(sprite); //�`�[���ݒ� baseParameter.team = new Team(parent.team.name); //�����|�W�V�����ݒ� baseParameter.mapPosition = mapManager.mapParameter.GetFirstPosition(parent.number); var screenPos = baseParameter.mapPosition.GetScreenPositionByMapPosition(); transform.localPosition = new Vector3(screenPos.x, screenPos.y, transform.localPosition.z); }
// Use this for initialization void Start () { current = this; }