public void returnToIdle(DirectionalAnimation source) { GameObject.FindGameObjectWithTag("Weapon").GetComponentInChildren <SpriteRenderer> ().sprite = idolPos; weapAnim.IsPlaying = false; Attacking = false; }
void Start() { m_physicBhv = GetComponent <PhysicCharBehaviour>(); m_dirAnim = GetComponent <DirectionalAnimation>(); StopAllCoroutines(); StartCoroutine(DoLogic()); }
public void reset(DirectionalAnimation source) { attack.IsPlaying = false; attack.enabled = false; Destroy(weapCollid); canMove = true; }
void Start() { m_animCtrl = GetComponents <DirectionalAnimation>()[0]; m_phyChar = GetComponent <PhysicCharBehaviour>(); TargetTile = RpgMapHelper.GetAutoTileByPosition(transform.position, 0); ableToMove = true; }
void Start() { m_moving = GetComponent <MovingBehaviour>(); m_pathFindingBehaviour = GetComponent <MapPathFindingBehaviour>(); m_animCtrl = GetComponent <DirectionalAnimation>(); m_pathFindingBehaviour.TargetPos = transform.position; }
// Use this for initialization void Start() { m_moving = GetComponent<MovingBehaviour>(); m_pathFindingBehaviour = GetComponent<MapPathFindingBehaviour>(); m_animCtrl = GetComponent<DirectionalAnimation>(); m_pathFindingBehaviour.TargetPos = transform.position; }
void Start() { m_fAngOff = 360f * Random.value; m_moving = GetComponent <MovingBehaviour>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); m_pathFindingBehaviour = GetComponent <MapPathFindingBehaviour>(); m_animCtrl = GetComponent <DirectionalAnimation>(); }
void OnEnable() { m_repaintTimeStamp = Time.realtimeSinceStartup; m_target = (DirectionalAnimation)target; if (m_target.DirectionalAnimController) { m_animReordList = CreateAnimReorderableList(); } }
// Use this for initialization void Start() { m_fAngOff = 360f * Random.value; m_player = GameObject.FindGameObjectWithTag("Player"); m_moving = GetComponent<MovingBehaviour>(); m_phyChar = GetComponent<PhysicCharBehaviour>(); m_pathFindingBehaviour = GetComponent<MapPathFindingBehaviour>(); m_animCtrl = GetComponent<DirectionalAnimation>(); }
protected override void Start() { base.Start(); m_tileMovementBehaviour = GetComponent <TileMovementBehaviour>(); //equanim = gameObject.GetComponent<Equipment> (); canMove = true; attack = GetComponents <DirectionalAnimation> () [1]; attack.enabled = false; currDir = m_phyChar.Dir; }
// Use this for initialization void Start() { Attacking = false; m_animCtrl = transform.parent.gameObject.GetComponent <DirectionalAnimation> (); weapAnim = GetComponent <DirectionalAnimation>(); weapAnim.AnimSpeed = 7; weapAnim.IsPlaying = false; WeaponSprite = GetComponentInChildren <SpriteRenderer> (); weapAnim.OnAnimationLoopOver += returnToIdle; }
// Use this for initialization void Start() { m_animCtrl = GetComponent <DirectionalAnimation>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); targetTile = this.transform.position; ableToMove = true; spawnTile = targetTile; tmov = GetComponent <TileMovementBehaviour> (); curr = transform.position; foundTarg = false; }
public static void CreateDirAnimCharacter() { GameObject obj = new GameObject("Character"); DirectionalAnimation CharAnimationController = obj.AddComponent <DirectionalAnimation>(); SpriteRenderer sprRenderer = obj.AddComponent <SpriteRenderer>(); CharAnimationController.TargetSpriteRenderer = sprRenderer; Selection.activeObject = obj; Camera sceneCam = (SceneView.currentDrawingSceneView ?? SceneView.lastActiveSceneView).camera; obj.transform.position = sceneCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 10f)); obj.transform.position = new Vector3(obj.transform.position.x, obj.transform.position.y, -0.5f); }
// Use this for initialization void Start() { //charinv = this.GetComponent<Inventory> (); equipManager = new idvEquip(); m_charAnimCtrl = GetComponent <DirectionalAnimation>(); hashT = new Dictionary <string, GameObject>(); phy = GetComponent <PhysicCharBehaviour> (); hashT.Add("Helm", equipManager.helm); hashT.Add("Chest", equipManager.chest); hashT.Add("Legs", equipManager.legs); hashT.Add("Weapon", equipManager.weapon); hashT.Add("Shield", equipManager.shield); hashT.Add("Necklace", equipManager.necklace); hashT.Add("Ring", equipManager.ring); animName = "Blank char"; }
protected virtual void Start() { m_animCtrl = GetComponent<DirectionalAnimation>(); m_phyChar = GetComponent<PhysicCharBehaviour>(); }
// Use this for initialization void Start() { m_charAnimCtrl = GetComponent<DirectionalAnimation>(); }
protected virtual void Start() { m_animCtrl = GetComponent <DirectionalAnimation>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); }
// Use this for initialization void Start() { m_baseAnimCtrl = transform.parent.gameObject.GetComponent <DirectionalAnimation> (); EquipSprite = GetComponent <DirectionalAnimation> (); }
void Start() { m_charAnimCtrl = GetComponent <DirectionalAnimation>(); }
void Start() { m_physicBhv = GetComponent<PhysicCharBehaviour>(); m_dirAnim = GetComponent<DirectionalAnimation>(); StopAllCoroutines(); StartCoroutine(DoLogic()); }