// Start is called before the first frame update void Start() { Cursor.lockState = CursorLockMode.Locked; controller = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); stop = false; if (Instance == null) { Instance = this; } turn.x = transform.rotation.eulerAngles.y; turn.y = 0f; maxStamina = (int)InterfaceController.Instance.max_stamina; stamina = (int)InterfaceController.Instance.stamina; // ui = GameObject.Find("InterfaceCanvas").GetComponent<InterfaceController>(); // stamina = 100f; // ui.SetStamina(1f); shoulder = transform.GetChild(3).gameObject; if (InterfaceController.Instance.start_menu.active) //at the start of the game { ResumeMouseControl(); //open mouse control } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = GameObject.Find("Vanguard").GetComponent <ThridPersonController>(); player.attackLock(new Vector3(0, 0, 0), 1); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = GameObject.Find("Vanguard").GetComponent <ThridPersonController>(); player.airLock(); Debug.Log("unlock air from animtor"); }