本文整理汇总了C#中Character.GetComponentInChildren方法的典型用法代码示例。如果您正苦于以下问题:C# Character.GetComponentInChildren方法的具体用法?C# Character.GetComponentInChildren怎么用?C# Character.GetComponentInChildren使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Character
的用法示例。
在下文中一共展示了Character.GetComponentInChildren方法的7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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CharacterPhysicsController
public CharacterPhysicsController(Character character)
{
_character = character;
_rigidBody = character.GetComponentInChildren<Rigidbody>();
_capsule = character.GetComponentInChildren<CapsuleCollider>();
_bottomCollisionNotifier = character.transform.Find("Capsule/Collisions/BottomSphere").GetComponent<CollisionNotifier>();
_frontCollisionNotifier = character.transform.Find("Capsule/Collisions/FrontSphere").GetComponent<CollisionNotifier>();
_rigidBody.constraints = RigidbodyConstraints.FreezeRotation;
UpdateBendedState();
}
示例2: DoCollect
/// <summary>
/// Do the collection.
/// </summary>
/// <param name="character">Character doing the collection.</param>
protected override void DoCollect(Character character)
{
ItemManager itemManager = character.GetComponentInChildren<ItemManager> ();
if (itemManager != null) itemManager.CollectItem (this);
if (CollectHasListener()) OnCollectItem(itemClass, type, amount, character);
else
{
// No responders lets do something so the user can tell the collected the item.
gameObject.SetActive(false);
}
}
示例3: DoCollect
/// <summary>
/// Do the collection.
/// </summary>
/// <param name="character">Character doing the collection.</param>
protected override void DoCollect(Character character)
{
CharacterHealth health = character.GetComponentInChildren<CharacterHealth>();
if (health == null)
{
Debug.LogWarning("Tried to add health but the character doesn't have a CharacterHealth");
}
else
{
health.Heal(amount);
}
DoEventForCollect (character);
}
示例4: Init
/// <summary>
/// Initialise the mvoement with the given movement data.
/// </summary>
/// <param name="character">Character.</param>
/// <param name="movementData">Movement data.</param>
public override Movement Init(Character character, MovementVariable[] movementData)
{
this.character = character;
myAnimator = character.GetComponentInChildren<Animator> ();
if (myAnimator == null) Debug.LogWarning ("Play Animation special movement could not find an animator.");
if (movementData != null && movementData.Length >= MovementVariableCount)
{
loopUntilInterrupted = movementData [LoopUntilInterruptedIndex].BoolValue;
shouldApplyGravity = movementData [ShouldApplyGravityIndex].BoolValue;
}
else
{
Debug.LogError("Invalid movement data.");
}
return this;
}
示例5: Init
/// <summary>
/// Initialise this instance.
/// </summary>
public override Movement Init(Character character)
{
base.Init (character);
crouchMovement = character.GetComponentInChildren<GroundMovement_Crouch> ();
if (crouchMovement == null)
{
Debug.LogWarning ("Couldn't find a crouch movement, crouch jump will be disabled.");
Enabled = false;
}
return this;
}
示例6: Init
/// <summary>
/// Initialise this instance.
/// </summary>
public override Movement Init(Character character)
{
this.character = character;
if (shrinkHurtBox)
{
CharacterHurtBox chb = character.GetComponentInChildren<CharacterHurtBox>();
if (chb != null) hurtBoxCollider = chb.GetComponent<Collider2D>();
if (hurtBoxCollider == null) Debug.LogError ("Crouch will try to shrink hurt box collider, but no hurt box collider could be found.");
}
if (shrinkHeadAndSides)
{
// Make sure the original head extent array is large enough to store each head collider height.
// And initialise the new extents so we don't need to create anything later.
int headCount = 0;
for (int i = 0; i < character.Colliders.Length; i++)
{
if (character.Colliders[i].RaycastType == RaycastType.HEAD) headCount++;
}
originalHeadExtents = new Vector2[headCount];
newHeadExtents = new Vector2[headCount];
headCount = 0;
for (int i = 0; i < character.Colliders.Length; i++)
{
if (character.Colliders[i].RaycastType == RaycastType.HEAD)
{
originalHeadExtents[headCount] = character.Colliders[i].Extent;
newHeadExtents[headCount] = new Vector2(character.Colliders[i].Extent.x, newHeadHeight);
headCount++;
}
}
}
return this;
}
示例7: Init
/// <summary>
/// Initialise this animation bridge.
/// </summary>
protected void Init()
{
// Get character reference
myMob = (IMob) gameObject.GetComponent(typeof(IMob));
if (myMob == null) myMob = (IMob) gameObject.GetComponentInParent(typeof(IMob));
if (myMob == null) Debug.LogError ("Mecanim Animation Bridge (2D) unable to find Character or Enemy reference");
myMob.ChangeAnimationState += AnimationStateChanged;
myAnimator = GetComponentInChildren<Animator>();
if (myAnimator == null) Debug.LogError ("Platform Animator unable to find Unity Animator reference");
defaultController = myAnimator.runtimeAnimatorController;
if (myMob is Character && (statesWithAimUpModifer.Count > 0 || statesWithAimDownModifer.Count > 0))
{
myCharacter = (Character) myMob;
aimer = myCharacter.GetComponentInChildren<ProjectileAimer>();
}
if ((statesWithAimUpModifer.Count > 0 || statesWithAimDownModifer.Count > 0) && aimer == null) Debug.LogWarning ("Can't use UP or DOWN modifiers as no aimer could be found");
animationStateOverrideLookup = new Dictionary<string, AnimatorOverrideController> ();
foreach (AnimatorControllerMapping mapping in mappings)
{
animationStateOverrideLookup.Add (mapping.overrrideState, mapping.controller);
}
queuedStates = new Queue<string> ();
queuedPriorities = new Queue<int> ();
state = AnimationState.NONE.AsString();
priority = -1;
TimeManager.Instance.GamePaused += HandleGamePaused;
TimeManager.Instance.GameUnPaused += HandleGameUnPaused;
#if UNITY_EDITOR
#if UNITY_5
// TODO also check for up and down states
// In editor mode build a list of handled states for error messaging and the like
if (myAnimator.runtimeAnimatorController is UnityEditor.Animations.AnimatorController)
{
editor_stateNames = new List<string>();
UnityEditor.Animations.AnimatorStateMachine stateMachine = ((UnityEditor.Animations.AnimatorController)defaultController).layers[0].stateMachine;
for (int i = 0; i < stateMachine.states.Length; i++)
{
editor_stateNames.Add (stateMachine.states[i].state.name);
}
}
#else
// TODO also check for up and down states
// In editor mode build a list of handled states for error messaging and the like
if (myAnimator.runtimeAnimatorController is UnityEditorInternal.AnimatorController)
{
editor_stateNames = new List<string>();
UnityEditorInternal.StateMachine stateMachine = ((UnityEditorInternal.AnimatorController)defaultController).GetLayer(0).stateMachine;
for (int i = 0; i < stateMachine.stateCount; i++)
{
editor_stateNames.Add (stateMachine.GetState(i).name);
}
}
#endif
#endif
}