示例#1
0
    /// <summary>
    /// Initializes the values associated to this character instance. </summary>
    protected virtual void Awake()
    {
        Initialization();
        _coordinates = GetComponent <Transform>();
        _controller  = GetComponent <CharacterController>();
        _rigidbody   = GetComponent <Rigidbody>();

        charStats   = GetComponent <BaseCharacterClassicStats>();
        charMoveSet = GetComponent <CharacterMovesetModule>();

        //primaryWeapon = transform.GetComponentInChildren<>();
    }
//	[SerializeField] bool invincible;
//	[SerializeField] bool sneaking;
//	[SerializeField] bool stunned;
//	[SerializeField] bool running;
//	[SerializeField] bool defending;
//	[SerializeField] bool countering;
    #endregion

    #region Setup
    protected override void OnAwake()
    {
        base.OnAwake();
        stats      = GetComponent <BaseCharacterClassicStats> ();
        moveSet    = GetComponent <CharacterMovesetModule> ();                                                                          //used to access actions for state activation
        equipment  = GetComponent <BaseEquipmentLoadoutModule> ();
        _animation = GetComponent <MeshRenderer> ();


        armed     = false;
        attacking = false;
//		sneaking = false;
//
//		stunned = false;
//		running = false;
//		defending = false;
//		countering = false;
    }
示例#3
0
    /// <summary>
    /// Initializes the values associated to this character instance. </summary>
    protected virtual void Awake()
    {
        Initialization();
        _coordinates = GetComponent<Transform>();
        _controller = GetComponent<CharacterController>();
        _rigidbody = GetComponent<Rigidbody>();

        charStats = GetComponent<BaseCharacterClassicStats>();
        charMoveSet = GetComponent<CharacterMovesetModule>();

        //primaryWeapon = transform.GetComponentInChildren<>();
    }
    protected override void OnAwake()
    {
        base.OnAwake ();
        stats = GetComponent<BaseCharacterClassicStats> ();
        moveSet = GetComponent<CharacterMovesetModule> ();									//used to access actions for state activation
        equipment = GetComponent<BaseEquipmentLoadoutModule> ();
        _animation = GetComponent<MeshRenderer> ();

        armed = false;
        attacking = false;
        //		sneaking = false;
        //
        //		stunned = false;
        //		running = false;
        //		defending = false;
        //		countering = false;
    }
    protected override void OnAwake()
    {
        base.OnAwake ();
        user = GetComponent<BaseCharacter> ();
        stats = GetComponent<CharacterStats> ();
        moveSet = GetComponent<CharacterMovesetModule> ();									//used to access actions for state activation

        //		_animation = transform.Find ("Renderer").GetComponent<SkinnedMeshRenderer>();
        _animation = user.oldCharAnimation;

        input = GetComponent<BaseInputModule> ();

        armed = false;
        attacking = false;
        running = false;
    }
示例#6
0
    /// <summary>
    /// Initializes the values associated to this character instance. </summary>
    protected virtual void Awake()
    {
        //Unity Components
        _coordinates = GetComponent<Transform>();
        _controller = GetComponent<CharacterController>();
        _rigidbody = GetComponent<Rigidbody>();

        //Basic Character Components
        charAnimation = GetComponent<Animator> ();
        if (charAnimation != null) charAnimation.SetLayerWeight (1, 1);
        charStats = GetComponent<CharacterStats> ();
        charMoveSet = GetComponent<CharacterMovesetModule> ();

        oldCharAnimation = transform.Find ("Renderer").GetComponent<SkinnedMeshRenderer>().material;

        if (oldCharAnimation == null)
            Debug.LogError (name+"'s material is null");

        //			GetComponentInChildren<MeshRenderer> ().material;

        //Add specialized character components
        switch (charType) {
        case CharacterType.Player:
            charState = gameObject.AddComponent <CharacterStateMachine> ();			//dictates character's moveset and availble actions
            charInput = gameObject.AddComponent <PlayerInput> ();				//dictates characters focus and behaviour
            break;

        case CharacterType.Enemy:
            charState = gameObject.AddComponent <EnemyStateModule> ();
            charInput = gameObject.AddComponent <AIInput> ();
            break;

        default:
            break;
        }
    }