示例#1
0
    void ChangeToChar(CharacterMenager character)
    {
        character.Control(false, false);
        currentChar.character.m_Character.Move(new Vector3(0, 0, 0), false, false);

        LookAt(character);
        Follow(character);

        character.Control(true, true);
        currentChar = character;
    }
示例#2
0
    public void CharacterVisible(CharacterMenager characterHold, bool visible, bool controlChange)
    {
        for (int i = 0; i < characterHold.character.transform.childCount; i++)
        {
            characterHold.character.transform.GetChild(i).gameObject.SetActive(visible);
        }
        characterHold.character.GetComponent <WalkSounderWithUser>().enabled = visible;

        if (characterHold == monkay)
        {
            characterHold.character.GetComponent <MonkayGoCrazy>().enabled   = visible;
            characterHold.character.GetComponent <CapsuleCollider>().enabled = visible;
        }

        if (controlChange)
        {
            characterHold.character.SetActive(visible);
        }
    }
示例#3
0
    // Use this for initialization
    void Start()
    {
        monkayAttachedToBack = false;

        settings = GetComponent <PlayerControlSettings>();

        currSChCSA  = switchCharactersCameraSpeedAcceleration;
        currSChLAtA = switchCharactersLookAtAcceleration;

        monkayAI = monkay.character.GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();

        switchingChars = false;
        currentChar    = orphan;

        SwitchCharacters();
        SwitchCharacters();

        ChangeState(monkay, MonkayState.following);
    }
示例#4
0
    public void ChangeState(CharacterMenager character, MonkayState state)
    {
        character
        .character.EnableAI(state == MonkayState.waiting || state == MonkayState.controled? false : true);

        this.state = state;

        if (state != MonkayState.running)
        {
            character.character.Chase(false);
        }

        switch (state)
        {
        case MonkayState.following:
            monkayAI.target = monkayTarget.transform;
            break;

        case MonkayState.going:
            monkayAI.target = directionTarget.transform;
            break;
        }
    }
示例#5
0
 void Follow(CharacterMenager character)
 {
     GetComponent <FollowMe>().Follow(character.cameraPose);
 }
示例#6
0
 void LookAt(CharacterMenager character)
 {
     GetComponent <LookAtMe>().LookAt(character.cameraLookAt);
 }