本文整理汇总了C#中CharacterMotor类的典型用法代码示例。如果您正苦于以下问题:C# CharacterMotor类的具体用法?C# CharacterMotor怎么用?C# CharacterMotor使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
CharacterMotor类属于命名空间,在下文中一共展示了CharacterMotor类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Start
// Use this for initialization
public override void Start()
{
base.Start();
motor = GetComponent<CharacterMotor>();
animator = GetComponentInChildren<Animator>();
StartCoroutine("AI");
}
开发者ID:Gornel,项目名称:Overworld,代码行数:8,代码来源:GriswoldController.cs
示例2: Start
// Use this for initialization
void Start()
{
Input.multiTouchEnabled = true;
characterMotorScript = objPlayer.GetComponent<CharacterMotor>();
characterJumpScript = objPlayer.GetComponent<CharacterJump2>();
characterShotScript = objPlayer.GetComponent<CharacterShot>();
}
开发者ID:MilesMeacham,项目名称:JuniorProject,代码行数:8,代码来源:TouchInputs.cs
示例3: Start
// Use this for initialization
void Start()
{
chMotor = GetComponent<CharacterMotor>();
tr = transform;
CharacterController ch = GetComponent<CharacterController>();
dist = ch.height/2; // calculate distance to ground
}
开发者ID:kwmcc,项目名称:Hoarder,代码行数:8,代码来源:RunCrouch.cs
示例4: Start
// Use this for initialization
void Start()
{
controller = gameObject.transform.root.GetComponent<CharacterController>();
motor = gameObject.transform.root.GetComponent<CharacterMotor>();
inventory = gameObject.transform.root.GetComponent<Inventory>();
vitals = gameObject.transform.root.GetComponent<PlayerVitals>();
}
开发者ID:sethnel99,项目名称:HungerGame,代码行数:8,代码来源:SpeedManager.cs
示例5: Awake
//setup
void Awake()
{
//create single floorcheck in centre of object, if none are assigned
if(!floorChecks)
{
floorChecks = new GameObject().transform;
floorChecks.name = "FloorChecks";
floorChecks.parent = transform;
floorChecks.position = transform.position;
GameObject check = new GameObject();
check.name = "Check1";
check.transform.parent = floorChecks;
check.transform.position = transform.position;
Debug.LogWarning("No 'floorChecks' assigned to PlayerMove script, so a single floorcheck has been created", floorChecks);
}
//assign player tag if not already
if(tag != "Player")
{
tag = "Player";
Debug.LogWarning ("PlayerMove script assigned to object without the tag 'Player', tag has been assigned automatically", transform);
}
//usual setup
mainCam = GameObject.FindGameObjectWithTag("MainCamera").transform;
dealDamage = GetComponent<DealDamage>();
characterMotor = GetComponent<CharacterMotor>();
rigid = GetComponent<Rigidbody>();
aSource = GetComponent<AudioSource>();
//gets child objects of floorcheckers, and puts them in an array
//later these are used to raycast downward and see if we are on the ground
floorCheckers = new Transform[floorChecks.childCount];
for (int i=0; i < floorCheckers.Length; i++)
floorCheckers[i] = floorChecks.GetChild(i);
}
开发者ID:ianburnette,项目名称:MarshBirds,代码行数:34,代码来源:PlayerMove.cs
示例6: Awake
// Use this for initialization
void Awake()
{
_Game = GameObject.Find("Game");
c_Game = _Game.GetComponentInChildren<Game>();
motor = GetComponent<CharacterMotor>();
}
开发者ID:SeniorTeam,项目名称:MonkeyHead,代码行数:8,代码来源:Player_InputManager.cs
示例7: Start
//Variables End___________________________________________________________
// Use this for initialization
void Start()
{
if(networkView.isMine == true)
{
myTransform = transform;
cameraHead = myTransform.FindChild("CameraHead");
motorScript = myTransform.GetComponent<CharacterMotor>();
//Access the PlayerStats script and get the player's max speed.
//This is their normal movement speed outside of the water.
GameObject gManager = GameObject.Find("GameManager");
PlayerStats statScript = gManager.GetComponent<PlayerStats>();
normalSpeed = statScript.maxSpeed;
}
else
{
enabled = false;
}
}
开发者ID:AnthonyB28,项目名称:FPS_Unity,代码行数:28,代码来源:WaterBehaviour.cs
示例8: Awake
//setup
void Awake()
{
characterMotor = GetComponent<CharacterMotor>();
dealDamage = GetComponent<DealDamage>();
//avoid setup errors
if(tag != "Enemy")
{
tag = "Enemy";
Debug.LogWarning("'EnemyAI' script attached to object without 'Enemy' tag, it has been assign automatically", transform);
}
if(sightBounds)
{
sightTrigger = sightBounds.GetComponent<TriggerParent>();
if(!sightTrigger)
Debug.LogError("'TriggerParent' script needs attaching to enemy 'SightBounds'", sightBounds);
}
if(!sightBounds)
Debug.LogWarning("Assign a trigger with 'TriggerParent' script attached, to 'SightBounds' or enemy will not be able to see", transform);
if(attackBounds)
{
attackTrigger = attackBounds.GetComponent<TriggerParent>();
if(!attackTrigger)
Debug.LogError("'TriggerParent' script needs attaching to enemy 'attackBounds'", attackBounds);
}
else
Debug.LogWarning("Assign a trigger with 'TriggerParent' script attached, to 'AttackBounds' or enemy will not be able to attack", transform);
}
开发者ID:ianburnette,项目名称:MarshBirds,代码行数:30,代码来源:EnemyAI.cs
示例9: Start
// Use this for initialization
void Start () {
audioSource.clip = audio;
mouse = player.GetComponent<MouseLook>();
motor = player.GetComponent<CharacterMotor>();
triggered = false;
charControl = player.GetComponent<CharacterController>();
}
开发者ID:kxh337,项目名称:Sephone,代码行数:8,代码来源:ForceTurn.cs
示例10: Awake
//setup
void Awake()
{
if(transform.tag != "Enemy")
{
//add kinematic rigidbody
if(!GetComponent<Rigidbody>())
gameObject.AddComponent<Rigidbody>();
GetComponent<Rigidbody>().isKinematic = true;
GetComponent<Rigidbody>().useGravity = false;
GetComponent<Rigidbody>().interpolation = RigidbodyInterpolation.Interpolate;
}
else
{
characterMotor = GetComponent<CharacterMotor>();
enemyAI = GetComponent<EnemyAI>();
}
//get child waypoints, then detach them (so object can move without moving waypoints)
foreach (Transform child in transform)
if(child.tag == "Waypoint")
waypoints.Add (child);
foreach(Transform waypoint in waypoints)
waypoint.parent = null;
if(waypoints.Count == 0)
Debug.LogError("No waypoints found for 'MoveToPoints' script. To add waypoints: add child gameObjects with the tag 'Waypoint'", transform);
}
开发者ID:ChromaTower,项目名称:ChromaProtoTower,代码行数:29,代码来源:MoveToPoints.cs
示例11: Start
// Use this for initialization
protected virtual void Start()
{
SetInitialProperties();
characterController = GetComponent<CharacterController>();
control = GetComponent<Controller>();
motor = GetComponent<CharacterMotor>();
}
开发者ID:NumberFiles,项目名称:GGJ14,代码行数:8,代码来源:Character.cs
示例12: Start
void Start()
{
worldManager = (WorldManager)FindObjectOfType (typeof(WorldManager));
guiManager = (GUIManager)FindObjectOfType (typeof(GUIManager));
characterMotor=worldManager.getPlayer().GetComponent<CharacterMotor>();
}
开发者ID:Zulban,项目名称:viroid,代码行数:7,代码来源:LeaveMapTeleporter.cs
示例13: OnEnable
// Use this for initialization
private void OnEnable()
{
myTransform = transform;
characterMotor = GetComponent<CharacterMotor>();
characterController = GetComponent<CharacterController>();
isFlying = false;
}
开发者ID:jmschrack,项目名称:LudumDare33,代码行数:8,代码来源:FlyMode.cs
示例14: Start
// Use this for initialization
void Start()
{
motor = GetComponent(typeof(CharacterMotor)) as CharacterMotor;
if (motor==null) Debug.Log("Motor is null!!");
originalRotation = transform.localRotation;
}
开发者ID:puzpuz,项目名称:LocomotionTest,代码行数:8,代码来源:MouseLookCharacterController.cs
示例15: Awake
void Awake()
{
cameraScript = GetComponent<MouseLook>();
cameraScript2 = camera.GetComponent<MouseLook>();
controllerScript = GetComponent<CharacterMotor>();
shotScript = GetComponent<Shot>();
if (photonView.isMine)
{
this.camera.camera.enabled=true;
cameraScript.enabled = true;
cameraScript2.enabled = true;
controllerScript.canControl = true;
shotScript.enabled=true;
}
else
{
this.camera.camera.enabled=false;
cameraScript.enabled = false;
cameraScript2.enabled = false;
controllerScript.canControl = false;
shotScript.enabled=false;
}
gameObject.name = gameObject.name + photonView.viewID.ID;
}
开发者ID:vagerant,项目名称:FPSforPhotonCloud-Unity,代码行数:26,代码来源:FirstPersonNetwork.cs
示例16: Awake
void Awake()
{
movement = pc.GetComponent <CharacterMotor> ();
message = text.GetComponent <uiSystem> ();
cam = holder.GetComponent <cameraScript> ();
menu = holder.GetComponent <menuScript> ();
}
开发者ID:ZachOlivier,项目名称:SavePoint,代码行数:7,代码来源:pictureScript.cs
示例17: Start
// bool inReload { get { return animation[reloadAnimation.name].enabled; } }
// bool inTransition { get { return animation[gunOffAnimation.name].enabled || animation[gunOnAnimation.name].enabled; } }
// bool inFire { get { return animation[fireAnimation.name].enabled; } }
// Set up upper body animation
/*private void SetupGunAnimation (AnimationClip animationClip) {
AnimationState a = animation[animationClip.name];
a.wrapMode = WrapMode.Once;
a.layer = 1;
a.AddMixingTransform(spine);
a.AddMixingTransform(rightGun);
}*/
// Use this for initialization
void Start () {
// if (gunOnAnimation == null || gunOffAnimation == null || reloadAnimation == null || fireAnimation == null || muzzleFlash == null)
enabled = false;
/* SetupGunAnimation(gunOnAnimation);
SetupGunAnimation(gunOffAnimation);
SetupGunAnimation(reloadAnimation);*/
// setup additive fire animation
/*AnimationState fireAS = animation[fireAnimation.name];
fireAS.wrapMode = WrapMode.Once;
fireAS.layer = 101; // we put it in a separate layer than impact animations
fireAS.blendMode = AnimationBlendMode.Additive;*/
motor = GetComponent(typeof(CharacterMotor)) as CharacterMotor;
LegController legC = GetComponent(typeof(LegController)) as LegController;
IMotionAnalyzer[] motions = legC.motions;
foreach (IMotionAnalyzer motion in motions) {
if (motion.name == "RunForward")
maxSpeedWithGun = motion.cycleSpeed;
if (motion.name == "RunForwardNoGun")
maxSpeedWithoutGun = motion.cycleSpeed;
//if (motion.name == "RunForwardFastNoGun")
// maxSpeedWithoutGun = motion.cycleSpeed;
}
muzzleFlash.enabled = false;
}
开发者ID:NeoWang1986614,项目名称:games-development-project,代码行数:43,代码来源:WeaponStateController.cs
示例18: Awake
private float y = 0.0f; // Storing camera angle
#endregion Fields
#region Methods
// Use this for initialization
void Awake()
{
motor = GetComponent<CharacterMotor>();
game = GameObject.Find ("_GAMECORE").GetComponent<Game> ();
if (!firstPersonCam) {
firstPersonCam = (Camera)this.transform.FindChild ("PlayerView").GetComponent<Camera>();
}
}
开发者ID:TELEPAT0,项目名称:UnityNetworkExample,代码行数:15,代码来源:FPSInputController.cs
示例19: Awake
void Awake()
{
m_charController = gameObject.AddComponent<CharacterController>();
m_charMotor = gameObject.AddComponent<CharacterMotor>();
IsMoving = false;
CanMove = true;
}
开发者ID:BubbleRap,项目名称:ExploreTheDarkness,代码行数:8,代码来源:MovementController.cs
示例20: Start
public void Start()
{
theCharacterMotor = GetComponent<CharacterMotor> ();
jumpTimeCounter = jumpTime;
groundCheckObj = transform.FindChild ("GroundCheck").gameObject;
groundCheck = groundCheckObj.GetComponent<Collider2D> ();
}
开发者ID:MilesMeacham,项目名称:TankGame,代码行数:8,代码来源:CharacterJump.cs
注:本文中的CharacterMotor类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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