void Awake()
    {
        t  = gameObject.GetComponent<Transform>();
           rb = gameObject.GetComponent<Rigidbody>();
           range += Random.Range(-(rangeMargin), rangeMargin);

           if (Random.value > 0.5f) { strafeDirection = StrafeDirection.LEFT; }
    }
示例#2
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    void Awake()
    {
        t      = gameObject.GetComponent <Transform>();
        rb     = gameObject.GetComponent <Rigidbody>();
        range += Random.Range(-(rangeMargin), rangeMargin);

        if (Random.value > 0.5f)
        {
            strafeDirection = StrafeDirection.LEFT;
        }
    }
    /*
     *	FUNCTION: strafe charater right or left
     *	INPUT: "right" OR "left"
     *	OUTPUT: move the character left or right
     */
    private void strafePlayer(StrafeDirection strafeDirection)
    {
        if (!mecanimEnabled)
        {
            string anim = strafeDirection == StrafeDirection.Strafe_Right ? "right" : "left";
            if (isInAir())
            {
                aPlayer[anim].speed = 2;
                aPlayer.Play(anim);
                //aPlayer.CrossFade("glide", 0.5);
            }
            else if (aPlayer.IsPlaying(anim))                   //if strafed while already strafing
            {
                aPlayer.Stop(anim);

                aPlayer[anim].speed = 1.75f;
                aPlayer.CrossFade(anim, 0.01f);

                bInStrafe = true;
            }
            else
            {
                aPlayer[anim].speed = 1.75f;
                aPlayer.CrossFade(anim, 0.01f);

                bInStrafe = true;
            }
        }        //end of if is MechAnim Enabled
        else
        {
            string anim = strafeDirection == StrafeDirection.Strafe_Right ? "StrafeRightAnim" : "StrafeLeftAnim";
            if (isInAir())
            {
                aPlayerMecAnim.SetBool(anim, true);
            }
            else if (aPlayerMecAnim.GetBool("StrafeRightAnim") || aPlayerMecAnim.GetBool("StrafeLeftAnim"))             //if strafed while already strafing
            {
                aPlayerMecAnim.SetBool(anim, true);
                bInStrafe = true;
            }
            else
            {
                aPlayerMecAnim.SetBool(anim, true);
                bInStrafe = true;
            }
        }
    }    //end of strafe player function
    /*
     *	FUNCTION: strafe charater right or left
     *	INPUT: "right" OR "left"
     *	OUTPUT: move the character left or right
     */
    void strafePlayer(StrafeDirection strafeDirection)
    {
        if (isInAir())
        {
            aPlayer[strafeDirection.ToString()].speed = 2;
            aPlayer.Play(strafeDirection.ToString());
        }
        else if (aPlayer.IsPlaying(strafeDirection.ToString()))         //if strafed while already strafing
        {
            aPlayer.Stop(strafeDirection.ToString());

            aPlayer[strafeDirection.ToString()].speed = 1.75f;
            aPlayer.CrossFade(strafeDirection.ToString(), 0.01f);

            bInStrafe = true;
        }
        else
        {
            aPlayer[strafeDirection.ToString()].speed = 1.75f;
            aPlayer.CrossFade(strafeDirection.ToString(), 0.01f);

            bInStrafe = true;
        }
    }
	/*
	*	FUNCTION: strafe charater right or left
	*	INPUT: "right" OR "left"
	*	OUTPUT: move the character left or right
	*/
	private void strafePlayer(StrafeDirection strafeDirection)
	{
		if (!mecanimEnabled)
		{
			string anim = strafeDirection == StrafeDirection.Strafe_Right ? "right" : "left";
			if (isInAir())
			{	
				aPlayer[anim].speed = 2;
				aPlayer.Play(anim);
				//aPlayer.CrossFade("glide", 0.5);
			}
			else if (aPlayer.IsPlaying(anim))	//if strafed while already strafing
			{
				aPlayer.Stop(anim);
				
				aPlayer[anim].speed = 1.75f;
				aPlayer.CrossFade(anim,0.01f);
				
				bInStrafe = true;
			}
			else
			{
				aPlayer[anim].speed = 1.75f;
				aPlayer.CrossFade(anim,0.01f);
				
				bInStrafe = true;
			}
		}//end of if is MechAnim Enabled
		else
		{
			string anim = strafeDirection == StrafeDirection.Strafe_Right ? "StrafeRightAnim" : "StrafeLeftAnim";
			if (isInAir())
			{	
				aPlayerMecAnim.SetBool(anim, true);
			}
			else if (aPlayerMecAnim.GetBool("StrafeRightAnim") || aPlayerMecAnim.GetBool("StrafeLeftAnim"))	//if strafed while already strafing
			{	
				aPlayerMecAnim.SetBool(anim, true);			
				bInStrafe = true;
			}
			else
			{			
				aPlayerMecAnim.SetBool(anim, true);
				bInStrafe = true;
			}
		}
	}//end of strafe player function