private void Awake() { //Initialize State Machine Engine Initialize <States>(); //Change to our first state ChangeState(States.Floating); playerHealth = GetComponent <TitanPlayerHealth>(); defend = transform.FindChild("Sonar_Ping_Defense_Attack").gameObject; scan = transform.FindChild("Long_Range_Scan").gameObject; radar = transform.FindChild("Sonar_Radar_Scan").gameObject; //anim = GetComponentInChildren<Animator>(); myRigidbody = GetComponent <Rigidbody>() as Rigidbody; Instance = this; myTransform = transform; myRigidbody.freezeRotation = true; myRigidbody.mass = 10; }
public void UpdatePlayerState(TitanPlayerState.States state) { switch (state) { case TitanPlayerState.States.Normal: { Speed = NORMALSPEED; JumpForce = NORMALJUMPSPEED; pState = TitanPlayerState.States.Normal; waterLifting = false; isFloating = false; break; } case TitanPlayerState.States.Floating: { Speed = NORMALSPEED; JumpForce = NORMALJUMPSPEED; pState = TitanPlayerState.States.Floating; canJump = false; isFloating = true; break; } case TitanPlayerState.States.UnderWater: { Speed = UWSPEED; JumpForce = UWJUMPSPEED; pState = TitanPlayerState.States.UnderWater; waterLifting = true; isFloating = false; break; } case TitanPlayerState.States.UnderWater2: { Speed = UW2SPEED; JumpForce = UW2JUMPSPEED; pState = TitanPlayerState.States.UnderWater2; waterLifting = true; isFloating = false; break; } default: break; } }
private void Awake() { //Initialize State Machine Engine Initialize<States>(); //Change to our first state ChangeState(States.Normal); // prototype defense //animator = GetComponent<Animator>(); // end prototytpe myRigidbody = GetComponent<Rigidbody>() as Rigidbody; Instance = this; myTransform = this.transform; myRigidbody.freezeRotation = true; myRigidbody.mass = 10; }
private void Awake() { //Initialize State Machine Engine Initialize<States>(); //Change to our first state ChangeState(States.Floating); defend = transform.FindChild("Sonar_Ping_Defense_Attack").gameObject; anim = GetComponentInChildren<Animator>(); myRigidbody = GetComponent<Rigidbody>() as Rigidbody; Instance = this; myTransform = this.transform; myRigidbody.freezeRotation = true; myRigidbody.mass = 10; }