// Use this for initialization
 void Start()
 {
     Cursor.lockState = CursorLockMode.Locked;
     pc  = character.GetComponent <PlayerController>();
     cml = character.GetComponentInChildren <CamMouseLook>();
     destroyQuestScreen = GameObject.Find("QuestCompletedScreen").GetComponent <destroyQuestScreen>();
 }
Beispiel #2
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 // Use this for initialization
 void Start()
 {
     if (gameManager == null)
     {
         gameManager = GameObject.Find("GameManager").GetComponent <GameManager>();
     }
     pc  = gameManager.character.GetComponent <PlayerController>();
     cml = gameManager.character.GetComponentInChildren <CamMouseLook>();
 }
Beispiel #3
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 private void Start()
 {
     character  = GameObject.Find("Character");
     MenuSystem = this.transform.parent.gameObject;
     if (character != null)
     {
         pc  = character.GetComponent <PlayerController>();
         cml = character.GetComponentInChildren <CamMouseLook>();
     }
 }
Beispiel #4
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    // Use this for initialization
    void Start()
    {
        //get some components & objects
        player       = GameObject.Find("Character");
        vitals       = player.GetComponent <Vitals>();
        camMouseLook = player.transform.Find("FPPCamera").GetComponent <CamMouseLook>();

        vitals.setBladderState(true);

        //set the initial position to the player position
        transform.position = player.transform.position;
    }
    // Start is called before the first frame update
    void Start()
    {
        cameraVars  = GameObject.Find("Camera").GetComponent <CamMouseLook>();
        playerTools = GameObject.Find("Player").GetComponent <Weapons>();

        rb     = this.gameObject.GetComponent <Rigidbody>();
        line   = GameObject.Find("Arms").GetComponent <LineRenderer>();
        upLift = -Physics.gravity * (2 - rb.velocity.y * 5);

        line.SetPosition(0, Vector3.zero);
        Physics.Raycast(GameObject.Find("Camera").transform.position, GameObject.Find("Camera").transform.forward, out staticHit, Mathf.Infinity);
    }
Beispiel #6
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    void Start()
    {
        if (SceneManager.GetActiveScene().name != "MainMenu")
        {
            currSens = GameObject.Find("Player").transform.Find("Main Camera").GetComponent <CamMouseLook>();
            GameObject.Find("Sensitivity Slider").GetComponent <Slider>().value = PlayerPrefs.GetFloat("sensitivity");
        }

        resolutions = Screen.resolutions;

        resolutionDropdown.ClearOptions();

        List <string> options = new List <string>();

        int currResIndex = 0;

        for (int i = 0; i < resolutions.Length; i++)
        {
            string option = resolutions[i].width + " X " + resolutions[i].height;
            options.Add(option);

            if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height)
            {
                currResIndex = i;
            }
        }

        if (PlayerPrefs.GetInt("isFS") == 1)
        {
            GameObject.Find("Fullscreen Toggle").GetComponent <Toggle>().isOn = true;
            Screen.fullScreen = true;
        }
        else if (PlayerPrefs.GetInt("isFS") == -1)
        {
            GameObject.Find("Fullscreen Toggle").GetComponent <Toggle>().isOn = false;
            Screen.fullScreen = false;
        }

        resolutionDropdown.AddOptions(options);
        if (PlayerPrefs.GetInt("resIndex") == 0)
        {
            resolutionDropdown.value = currResIndex;
        }
        else
        {
            resolutionDropdown.value = PlayerPrefs.GetInt("resIndex");
        }
        resolutionDropdown.RefreshShownValue();

        GameObject.Find("Volume Slider").GetComponent <Slider>().value = PlayerPrefs.GetFloat("volume");
    }
Beispiel #7
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 /// <summary>
 /// Toggles movement, returns true/false if enabled/disabled
 /// </summary>
 /// <returns></returns>
 public static bool ToggleMovement()
 {
     Disable(isDisabled);
     CamMouseLook.SetRotation(isDisabled);
     if (!isDisabled)
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
     else
     {
         Cursor.lockState = CursorLockMode.None;
     }
     return(isDisabled);
 }
Beispiel #8
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 /// <summary>
 /// Enabled = true, disabled = false
 /// </summary>
 /// <param name="movement">Set movement enabled</param>
 /// <param name="rotation">Set rotation enabled</param>
 /// <returns></returns>
 public static bool SetMovement(bool movement, bool rotation)
 {
     if (isDisabled != movement)
     {
         Disable(!movement);
     }
     if (CamMouseLook.GetEnabled != rotation)
     {
         CamMouseLook.SetRotation(!rotation);
     }
     // If it worked, return true
     if (isDisabled == !movement && CamMouseLook.GetEnabled == rotation)
     {
         return(true);
     }
     return(false);
 }
Beispiel #9
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    private PhysicsRestrictions selfRestrictions;    // Get self restrictions

    // Start is called before the first frame update
    void Start()
    {
        thePlayer        = GameObject.Find("Player").GetComponent <CharController>();
        playerTools      = GameObject.Find("Player").GetComponent <Weapons>();
        cameraVars       = GameObject.Find("Camera").GetComponent <CamMouseLook>();
        selfRestrictions = this.gameObject.GetComponent <PhysicsRestrictions>();

        if (gameObject.GetComponent <Rigidbody>() != null)
        {
            objRb        = gameObject.GetComponent <Rigidbody>();
            buoyancyLift = -Physics.gravity * (2 - objRb.velocity.y * 5);
        }
        else
        {
            selfRestrictions.allowDragging = false;
        }
    }
Beispiel #10
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    // Start is called before the first frame update
    void Start()
    {
        thePlayer      = GameObject.Find("Player").GetComponent <CharController>();
        cameraVars     = GameObject.Find("Camera").GetComponent <CamMouseLook>();
        weaponTextPrev = GameObject.Find("WeaponPrev").GetComponent <Text>();
        weaponTextMain = GameObject.Find("WeaponMain").GetComponent <Text>();
        weaponTextNext = GameObject.Find("WeaponNext").GetComponent <Text>();
        weaponButtons  = GameObject.Find("Canvas").GetComponent <ToggleUI>();

        selectedWeapon         = GameObject.Find("Weapon").GetComponent <Text>();
        selectedWeaponFunction = GameObject.Find("Function").GetComponent <Text>();

        destConfigJoint = cameraVars.gameObject.transform.Find("Destination").GetComponent <ConfigurableJoint>();

        ToolDescriptor();
        SetWeaponStatus();
    }
Beispiel #11
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    //private SpawnObjects spawningObj;
    // Start is called before the first frame update
    void Start()
    {
        cameraVars  = GameObject.Find("Camera").GetComponent <CamMouseLook>();
        playerTools = GameObject.Find("Player").GetComponent <Weapons>();
        //spawningObj = GameObject.Find("SpawnSelect").GetComponent<SpawnObjects>();


        speedCopy  = speed;
        sprintCopy = sprint;
        crouchCopy = crouch;

        rb     = this.gameObject.GetComponent <Rigidbody>();
        line   = GameObject.Find("Pistol").GetComponent <LineRenderer>();
        upLift = -Physics.gravity * (2 - rb.velocity.y * 5);

        line.SetPosition(0, Vector3.zero);
        Physics.Raycast(GameObject.Find("Camera").transform.position, GameObject.Find("Camera").transform.forward, out staticHit, Mathf.Infinity);
    }
    // Use this for initialization
    public void Start()
    {
        player = GameObject.Find("Character");

        //gets a reference to the vitals class
        vitals = player.GetComponent <Vitals>();

        vitals.setKnockedOutState(true);

        Debug.Log("You've been knocked out...");
        knockedOutFinished = false;

        fadeTop    = transform.Find("fadeTop").gameObject;
        fadeBottom = transform.Find("fadeBottom").gameObject;

        print("The current mode is " + CurrentMode);

        //slightly rotates the player's z angle so that they can fall over

        //player.transform.rotation = Quaternion.Euler(player.transform.eulerAngles.x, player.transform.eulerAngles.y, -10.0f);

        //disbales the player controller script
        playerController         = player.GetComponent <PlayerController>();
        playerController.enabled = false;

        //gets the FPPCamera and then disables the Cam Mouse Look script
        CamMouseLook         = player.transform.Find("FPPCamera").GetComponent <CamMouseLook>();
        CamMouseLook.enabled = false;

        //unlocks the Z axis so that the player can fall over
        player.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;

        //Random force applied to the body provides a more natural fall.
        Vector3 forceLocation = Random.onUnitSphere * 20;

        player.GetComponent <Rigidbody>().AddForce(forceLocation, ForceMode.Impulse);

        audioSource = GetComponent <AudioSource>();
    }
    // Use this for initialization
    void Awake()
    {
        if (gameManager == null)
        {
            gameManager = GameObject.Find("GameManager").GetComponent <GameManager>();
        }
        if (questHandler == null)
        {
            questHandler = GameObject.Find("GameManager").GetComponent <QuestHandler>();
        }
        if (QuestScreen == null)
        {
            QuestScreen = GameObject.Find("QuestCompletedScreen");
        }
        childrenIndex = transform.childCount;
        //sets the color for each quad of the children
        for (int i = 0; i < childrenIndex; i++)
        {
            if (transform.GetChild(i).childCount != 0)
            {
                Transform child = transform.GetChild(i).GetChild(0);
                if (child != null)
                {
                    if (child.name == "Quad")
                    {
                        Renderer rend = child.GetComponent <Renderer>();
                        rend.material.color = questColor;
                        rend.material.SetColor("_EmissionColor", questColor);
                    }
                }
            }
        }



        pc  = gameManager.character.GetComponent <PlayerController>();
        cml = gameManager.character.GetComponentInChildren <CamMouseLook>();
    }
Beispiel #14
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    // Start is called before the first frame update
    void Start()
    {
        cameraVars = GameObject.Find("Camera").GetComponent <CamMouseLook>();
        thePlayer  = GameObject.Find("Player").GetComponent <CharController>();
        sounds     = GameObject.Find("Camera").GetComponent <PlayerSounds>();
        slomoFade  = GameObject.Find("SlomoEffect").GetComponent <UIFade>();

        buttons        = GameObject.Find("buttons");
        crosshair      = GameObject.Find("crosshair");
        spawnSelection = GameObject.Find("Q-Menu");

        //customKeys = GameObject.Find("CustomKeys").transform;

        DefaultUIState();

        /*for(int i = 0; i < customKeys.childCount; i++){
         *      if(customKeys.GetChild(i).name == "forwardKeyButton"){
         *              customKeys.GetChild(i).GetComponentInChildren<Text>().text = "UpArrow";
         *      }else if(customKeys.GetChild(i).name == "backwardKeyButton"){
         *              customKeys.GetChild(i).GetComponentInChildren<Text>().text = "DownArrow";
         *      }
         * }*/
    }
 void Awake()
 {
     playerLookScript = PlayerCamera.GetComponent <CamMouseLook>();
 }
Beispiel #16
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 // Start is called before the first frame update
 void Start()
 {
     cam  = GetComponent <Camera>();
     look = GetComponent <CamMouseLook>();
 }