public void Start() { slots = slotHolder.GetComponentsInChildren <InventorySlot>(); first_slot = slots[0]; foreach (InventorySlot slot in slots) { if (slot.item == null) { slot.empty = true; } } inventoryUI.SetActive(false); itemUseDropDown.gameObject.SetActive(false); stateManager = GetComponent <CharacterStateManager>(); playerManager = GetComponent <PlayerManager>(); UIcam = Camera.main.GetComponentsInChildren <Camera>()[1]; UIcamLight = UIcam.GetComponentInChildren <Light>(); //test script for equiping items testInventoryItemScript = GetComponent <TestInventoryItemScript>(); testInventoryItemScript.AddItem(); }
public void Start() { skillPanel = Instantiate(skillPanelPrefab) as GameObject; skillPanel.transform.SetParent(skillPanelBack.transform, false); slots = skillPanel.GetComponentsInChildren <SkillSlot>(); addNewSkills = GetComponent <TestAddNewSkills>(); combatUtils = GetComponent <CombatUtils>(); foreach (SkillSlot slot in slots) { if (slot.skill == null) { slot.empty = true; } } stateManager = GetComponent <CharacterStateManager>(); playerManager = GetComponent <PlayerManager>(); animationHandler = GetComponent <AnimationHandler>(); AddSkill(Move); AddSkill(NormalAttack); addNewSkills.addSkill(this); if (playerManager.isCurrentPlayer) { skillPanel.SetActive(true); } else { skillPanel.SetActive(false); } }
public void ApplyCellToPlayer(CellAlchemyState cell, CharacterStateManager character) { if (cell.isDry) { return; } if (cell.gasState == GasPhaseState.Poison) { character.ApplyPoison(); } if (cell.gasState == GasPhaseState.Water) { character.ApplyWet(); } if (cell.shockState == ShockState.Shocked) { character.ApplyShock(); } if (cell.fireState == FireState.Chill) { character.ApplyChill(); } if (cell.fireState == FireState.Burning) { character.ApplyHeat(); } if (cell.fireState == FireState.Inferno) { character.ApplyInferno(); } }
private void Start() { characterTransform = GetComponent <Transform>(); taticalMovement = GetComponent <TaticalMovement>(); characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); enemyController = GetComponent <EnemyController>(); }
private void Awake() { playerTransform = GetComponent <Transform>(); inventoryHandler = GetComponent <InventoryHandler>(); taticalMovement = GetComponent <TaticalMovement>(); characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); skillSlotsHandler = GetComponent <SkillSlotsHandler>(); }
// 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) { stateManager = animator.GetComponent <CharacterStateManager>(); shieldCharge = animator.GetComponent <ShieldCharge>(); taticalMovement = animator.GetComponent <TaticalMovement>(); stateManager.characterAction = CharacterAction.ShieldCharge; stateManager.characterState = CharacterState.IsInteracting; shieldCharge.GetComponent <Collider>().isTrigger = true; }
public override void Initialize() { characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); taticalMovement = GetComponent <TaticalMovement>(); animationHandler = GetComponent <AnimationHandler>(); skillList = GetComponent <DogDudeSkillList>(); skillDict = skillList.skillDict; ConstructFSM(); }
public AggressiveState(CharacterStats stats, CharacterStateManager states, TaticalMovement tatical, AnimationHandler animation, Dictionary <SkillType, Skill> skills) { stateID = FSMStateID.Aggressive; characterStats = stats; stateManager = states; taticalMovement = tatical; animationHandler = animation; skillDict = skills; }
// Start is called before the first frame update void Start() { combatUtils = GetComponent <CombatUtils>(); stateManager = GetComponent <CharacterStateManager>(); characterTransform = transform; isometricCamera = Camera.main; animationHandler = GetComponent <AnimationHandler>(); characterRigidBody = GetComponent <Rigidbody>(); characterStats = GetComponent <CharacterStats>(); characterRigidbody = GetComponent <Rigidbody>(); characterStateManager = GetComponent <CharacterStateManager>(); playerManager = GetComponent <PlayerManager>(); SetCurrentCell(); }
// 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) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { CharacterStateManager stateManager = animator.GetComponent <CharacterStateManager>(); if (animator.GetFloat("MovementThreshold") >= .5f) { stateManager.characterState = CharacterState.IsInteracting; GameManager.instance.gameState = GameState.ResolvingInteraction; } else { stateManager.characterState = CharacterState.Ready; GameManager.instance.gameState = GameState.Ready; } }
// Start is called before the first frame update void Start() { healthBar = statusPanel.GetComponentInChildren <HealthBar>(); apBar = statusPanel.GetComponentInChildren <APFill>(); panelName = statusPanel.GetComponentInChildren <Text>(); panelName.text = characterName; maxHealth = SetMaxHealthFromVitality(); currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); maxAP = SetMaxAPFromStamina(); currentAP = maxAP; apBar.SetMaxAP(maxAP); stateManager = GetComponent <CharacterStateManager>(); animationHandler = GetComponent <AnimationHandler>(); taticalMovement = GetComponent <TaticalMovement>(); }
// 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) { CharacterStateManager stateManager = animator.GetComponent <CharacterStateManager>(); stateManager.characterState = CharacterState.IsInteracting; }
public void Start() { stateManager = GetComponent <CharacterStateManager>(); animator = GetComponent <Animator>(); inputHandler = InputHandler.instance; }