Beispiel #1
0
    void Start()
    {
        //set up object and component references
        playerObj            = Camera.main.transform.GetComponent <CameraControl>().playerObj;
        myTransform          = transform;//store this object's transform for optimization
        playerObjTransform   = playerObj.transform;
        mainCameraTransform  = Camera.main.transform;
        FPSPlayerComponent   = playerObj.GetComponent <FPSPlayer>();
        weaponObj            = FPSPlayerComponent.weaponObj;
        MouseLookComponent   = transform.parent.transform.GetComponent <SmoothMouseLook>();
        GunSwayComponent     = weaponObj.GetComponent <GunSway>();
        FPSWalkerComponent   = playerObj.GetComponent <FPSRigidBodyWalker>();
        VisibleBodyComponent = FPSWalkerComponent.VisibleBody.GetComponent <VisibleBody>();
        IronsightsComponent  = playerObj.GetComponent <Ironsights>();
        InputComponent       = playerObj.GetComponent <InputControl>();
        if (playerObj.GetComponent <WorldRecenter>())
        {
            WorldRecenterComponent = playerObj.GetComponent <WorldRecenter>();
        }
        AnimationComponent = GetComponent <Animation>();

        offsetAmt       = offset;
        currentDistance = 0f;
        zoomDistance    = 0f;
    }
Beispiel #2
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 public void Start()
 {
     weaponObj = transform.gameObject;
     PlayerWeaponsComponent  = weaponObj.GetComponentInChildren <PlayerWeapons>();
     WeaponBehaviorComponent = PlayerWeaponsComponent.CurrentWeaponBehaviorComponent;
     FPSWalkerComponent      = Camera.main.transform.GetComponent <CameraControl>().playerObj.GetComponent <FPSRigidBodyWalker>();
 }
Beispiel #3
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 void Start()
 {
     //set up external script references
     playerObj              = Camera.main.transform.GetComponent <CameraControl>().playerObj;
     FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
     CameraControlComponent = Camera.main.GetComponent <CameraControl>();
 }
Beispiel #4
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 void Start()
 {
     if (GetComponent <FPSRigidBodyWalker>())
     {
         fpsRigid = GetComponent <FPSRigidBodyWalker>();
     }
 }
Beispiel #5
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    void Die()
    {
        FPSRigidBodyWalker FPSWalkerComponent = GetComponent <FPSRigidBodyWalker>();

        bulletTimeActive = false;        //set bulletTimeActive to false so fadeout wont take longer if bullet time is active

        if (!FPSWalkerComponent.drowning)
        {
            AudioSource.PlayClipAtPoint(die, mainCamTransform.position);            //play normal player death sound effect if the player is on land
        }
        else
        {
            AudioSource.PlayClipAtPoint(dieDrown, mainCamTransform.position);            //play drowning sound effect if the player is underwater
        }

        //disable player control and sprinting on death
        FPSWalkerComponent.inputX       = 0;
        FPSWalkerComponent.inputY       = 0;
        FPSWalkerComponent.cancelSprint = true;

        GameObject llf = Instantiate(levelLoadFadeObj) as GameObject;        //Create instance of levelLoadFadeObj

        //call FadeAndLoadLevel function with fadein argument set to false
        //in levelLoadFadeObj to restart level and fade screen out from black on level load
        llf.GetComponent <LevelLoadFade>().FadeAndLoadLevel(Color.black, 2.0f, false);
    }
Beispiel #6
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 // Use this for initialization
 void Start()
 {
     if (GameObject.Find("targetManager") != null)
     {
         targetManager = GameObject.Find("targetManager");
     }
     FPSWalker = playerObj.Value.GetComponent <FPSRigidBodyWalker>();
 }
Beispiel #7
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 void Start()
 {
     FPSWalkerComponent = GetComponent <FPSRigidBodyWalker>();
     FPSPlayerComponent = GetComponent <FPSPlayer>();
     mainCamTransform   = Camera.main.transform;
     //proportionately scale reachDistance by playerHeightMod amount
     reachDistanceAmt = reachDistance / (1 - (FPSWalkerComponent.playerHeightMod / FPSWalkerComponent.capsule.height));
 }
    protected void Start()
    {
        playerPhysics = player.GetComponent <FPSRigidBodyWalker>();

        grapplePlayerBody = grapplePartJoint.GetComponent <Rigidbody>();

        grappleSwingJoint = grapplePartBase.GetComponent <HingeJoint>();
    }
Beispiel #9
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    public void FootstepSfx()
    {
        FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();

        //play footstep sound effects
        if (!FPSWalkerComponent.climbing)
        {
            if (FPSWalkerComponent.inWater)                                      //play swimming/wading footstep effects
            {
                footStepClip = waterSounds[Random.Range(0, waterSounds.Length)]; //select random water step effect from waterSounds array
                volumeAmt    = waterSoundVol;                                    //set volume of audio clip to customized amount
                AudioSource.PlayClipAtPoint(footStepClip, cameraTransform.position, volumeAmt);
            }
            else
            {
                //Make a short delay before playing footstep sounds to allow landing sound to play
                if (FPSWalkerComponent.grounded && (FPSWalkerComponent.landStartTime + 0.4f) < Time.time)
                {
                    switch (materialType)                    //determine which material the player is standing on and select random footstep effect for surface type
                    {
                    case "Wood":
                        footStepClip = woodSteps[Random.Range(0, woodSteps.Length)];
                        volumeAmt    = woodStepVol;
                        break;

                    case "Metal":
                        footStepClip = metalSteps[Random.Range(0, metalSteps.Length)];
                        volumeAmt    = metalStepVol;
                        break;

                    case "Dirt":
                        footStepClip = dirtSteps[Random.Range(0, dirtSteps.Length)];
                        volumeAmt    = dirtStepVol;
                        break;

                    case "Stone":
                        footStepClip = stoneSteps[Random.Range(0, stoneSteps.Length)];
                        volumeAmt    = stoneStepVol;
                        break;

                    default:
                        footStepClip = dirtSteps[Random.Range(0, dirtSteps.Length)];
                        volumeAmt    = dirtStepVol;
                        break;
                    }
                    //play the sound effect
                    AudioSource.PlayClipAtPoint(footStepClip, cameraTransform.position, volumeAmt);
                }
            }
        }
        else          //play climbing footstep effects
        {
            footStepClip = climbSounds[Random.Range(0, climbSounds.Length)];
            volumeAmt    = climbSoundVol;
            AudioSource.PlayClipAtPoint(footStepClip, cameraTransform.position, volumeAmt);
        }
    }
Beispiel #10
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    void FixedUpdate()
    {
        //set up external script references
        FPSRigidBodyWalker FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
        PlayerWeapons      PlayerWeaponsComponent = gunObj.transform.parent.GetComponent <PlayerWeapons>();

        if (Time.time > shellRemovalTime)
        {
            Object.Destroy(lerpShell.gameObject);
            Object.Destroy(gameObject);
        }

        //don't add rotation until a short time after shell is ejected for visual effect and stop adding torque after a time
        if (startTime + Time.fixedDeltaTime > Time.time)
        {
            //gradually increase rotation amount for smooth rotation transition
            rotateAmt = 0.1f;
            //apply torque to rigidbody
            rigidbody.AddRelativeTorque(Vector3.up * (Random.Range(rotateAmt * 1.75f, rotateAmt) * shellRotateSide));
            rigidbody.AddRelativeTorque(Vector3.right * (Random.Range(rotateAmt * 4, rotateAmt * 6) * shellRotateUp));
        }

        //Check if the player is on a moving platform to determine how to handle shell parenting and velocity
        if (playerObjTransform.parent == null)        //if player is not on a moving platform
        //Make the shell's parent the weapon object for a short time after ejection
        //to the link shell ejection position with weapon object for more consistent movement,
        {
            if (((startTime + 0.35f < Time.time && parentState)
                 //don't parent shell if switching weapon
                 || (PlayerWeaponsComponent.switching && parentState)
                 //don't parent shell if moving weapon to sprinting position
                 || (FPSWalkerComponent.sprintActive && !FPSWalkerComponent.cancelSprint && parentState)) &&
                FPSWalkerComponent.grounded)
            {
                Vector3 tempVelocity = playerObjTransform.rigidbody.velocity;
                tempVelocity.y     = 0.0f;
                myTransform.parent = null;
                lerpShell.parent   = null;
                //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction
                if (!FPSWalkerComponent.sprintActive && !FPSWalkerComponent.canRun)                //don't inherit parent velocity if sprinting to prevent visual glitches
                {
                    rigidbody.AddForce(tempVelocity, ForceMode.VelocityChange);
                }
                parentState = false;
            }
        }
        else          //if player is on elevator, keep gun object as parent for a longer time to prevent strange shell movements
        {
            if (startTime + 0.5f < Time.time && parentState)
            {
                myTransform.parent = null;
                lerpShell.parent   = null;
                //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction
                rigidbody.AddForce(playerObjTransform.rigidbody.velocity, ForceMode.VelocityChange);
            }
        }
    }
Beispiel #11
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 void Start()
 {
     myTransform         = transform;//store this object's transform for optimization
     playerObjTransform  = playerObj.transform;
     mainCameraTransform = Camera.main.transform;
     //define external script references
     FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
     IronsightsComponent    = playerObj.GetComponent <Ironsights>();
     FPSPlayerComponent     = playerObj.GetComponent <FPSPlayer>();
     WorldRecenterComponent = playerObj.GetComponent <WorldRecenter>();
 }
Beispiel #12
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 void OnTriggerExit(Collider other)
 {
     //on exit of vault trigger, deactivate trigger to prevent player from falling on it from above and hovering
     if (other.gameObject.tag == "Player")
     {
         FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();
         FPSWalkerComponent.climbing      = false;
         FPSWalkerComponent.noClimbingSfx = false;
         transform.gameObject.GetComponent <BoxCollider>().enabled = false;
     }
 }
Beispiel #13
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 void Start()
 {
     //Set up external script references
     playerObj              = Camera.main.transform.GetComponent <CameraControl>().playerObj;
     FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
     IronsightsComponent    = playerObj.GetComponent <Ironsights>();
     CameraControlComponent = Camera.main.GetComponent <CameraControl>();
     FootstepsComponent     = playerObj.GetComponent <Footsteps>();
     FPSPlayerComponent     = playerObj.GetComponent <FPSPlayer>();
     WeaponPivotComponent   = FPSPlayerComponent.WeaponPivotComponent;
 }
Beispiel #14
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 void OnTriggerExit(Collider other2)
 {
     //on exit of a collision with ladder trigger set climbing var to false on FPSRigidBodyWalker script
     if (other2.gameObject.tag == "Player")
     {
         FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();
         FPSWalkerComponent.climbing = false;
         //prevent player from jumping when leaving surface if they did so by holding jump button
         FPSWalkerComponent.landStartTime = Time.time + 0.25f;
         FPSWalkerComponent.jumpBtn       = false;
         FPSWalkerComponent.noClimbingSfx = false;
     }
 }
Beispiel #15
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    void FixedUpdate()
    {
        //set up external script references
        FPSRigidBodyWalker FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
        PlayerWeapons      PlayerWeaponsComponent = gunObj.transform.parent.GetComponent <PlayerWeapons>();
        WorldRecenter      WorldRecenterComponent = playerObj.transform.GetComponent <WorldRecenter>();

        if (Time.time > shellRemovalTime)
        {
            Object.Destroy(lerpShell.gameObject);
            Object.Destroy(gameObject);
        }

        //Check if the player is on a moving platform to determine how to handle shell parenting and velocity
        //if(playerObjTransform.parent == FPSWalkerComponent.mainObj.transform){//if player is not on a moving platform
        if ((WorldRecenterComponent.removePrefabRoot && playerObjTransform.parent == null) ||
            (!WorldRecenterComponent.removePrefabRoot && playerObjTransform.parent == FPSWalkerComponent.mainObj.transform))
        {
            //Make the shell's parent the weapon object for a short time after ejection
            //to the link shell ejection position with weapon object for more consistent movement,
            if (((startTime + 0.35f < Time.time && parentState)
                 //don't parent shell if switching weapon
                 || (PlayerWeaponsComponent.switching && parentState)
                 //don't parent shell if moving weapon to sprinting position
                 || (FPSWalkerComponent.sprintActive && !FPSWalkerComponent.cancelSprint && parentState)) &&
                FPSWalkerComponent.grounded)
            {
                Vector3 tempVelocity = playerObjTransform.GetComponent <Rigidbody>().velocity;
                tempVelocity.y     = 0.0f;
                myTransform.parent = null;
                lerpShell.parent   = null;
                //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction
                if (!FPSWalkerComponent.sprintActive && !FPSWalkerComponent.canRun)                //don't inherit parent velocity if sprinting to prevent visual glitches
                {
                    GetComponent <Rigidbody>().AddForce(tempVelocity, ForceMode.VelocityChange);
                }
                parentState = false;
            }
        }
        else          //if player is on elevator, keep gun object as parent for a longer time to prevent strange shell movements
        {
            if (startTime + 0.5f < Time.time && parentState)
            {
                myTransform.parent = null;
                lerpShell.parent   = null;
                //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction
                GetComponent <Rigidbody>().AddForce(playerObjTransform.GetComponent <Rigidbody>().velocity, ForceMode.VelocityChange);
            }
        }
    }
Beispiel #16
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    void Start()
    {
        playerObj            = transform.gameObject;
        FPSWalkerComponent   = playerObj.GetComponent <FPSRigidBodyWalker>();
        aSource              = playerObj.AddComponent <AudioSource>();
        aSource.spatialBlend = 0.0f;
        aSource.playOnAwake  = false;

        if (Terrain.activeTerrain)        //get information of active terrain
        {
            terrain     = Terrain.activeTerrain;
            terrainData = terrain.terrainData;
            terrainPos  = terrain.transform.position;
        }
    }
Beispiel #17
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    void OnEnable()
    {
        myTransform = transform;
        if (muzzleFlash)
        {
            muzzleFlashTransform = muzzleFlash.transform;
        }
        AIComponent            = myTransform.GetComponent <AI>();
        WeaponEffectsComponent = AIComponent.playerObj.GetComponent <FPSPlayer>().weaponObj.GetComponent <WeaponEffects>();
        playerObj = Camera.main.transform.GetComponent <CameraControl>().playerObj;
        FPSWalker = playerObj.GetComponent <FPSRigidBodyWalker>();
        aSource   = GetComponent <AudioSource>();

        //bulletsLeft = bulletsPerClip;
        shootStartTime = -fireRate * 2;
    }
Beispiel #18
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 void OnTriggerStay(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();
         //apply upward velocity to player rigidbody to vault ledge
         playerObj.GetComponent <Rigidbody>().AddForce(new Vector3(0, upwardPullForce, 0), ForceMode.VelocityChange);
         //set grounded in FPSRigidBodyWalker to true to allow the player
         //full air manipulation to move forward over ledge
         FPSWalkerComponent.climbing      = true;
         FPSWalkerComponent.noClimbingSfx = true;
         FPSWalkerComponent.inputY        = 1;     //make player play bob cycle when climbing ledge
         FPSWalkerComponent.grounded      = true;
         FPSWalkerComponent.jumpBtn       = false; //prevent player from jumping once they reach top of ledge
     }
 }
    void Start()
    {
        //Set up external script references
        SmoothMouseLook        = CameraObj.GetComponent <SmoothMouseLook>();
        PlayerWeaponsComponent = weaponObj.GetComponent <PlayerWeapons>();
        FPSWalker            = playerObj.GetComponent <FPSRigidBodyWalker>();
        VerticalBob          = playerObj.GetComponent <VerticalBob>();
        HorizontalBob        = playerObj.GetComponent <HorizontalBob>();
        FPSPlayerComponent   = playerObj.GetComponent <FPSPlayer>();
        InputComponent       = playerObj.GetComponent <InputControl>();
        WeaponPivotComponent = FPSPlayerComponent.WeaponPivotComponent;

        aSource = playerObj.AddComponent <AudioSource>();
        aSource.spatialBlend = 0.0f;
        aSource.playOnAwake  = false;
    }
Beispiel #20
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 void Start()
 {
     myTransform = transform;        //define transform for efficiency
     //set up external script references
     FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
     IronsightsComponent    = playerObj.GetComponent <Ironsights>();
     HorizontalBob          = playerObj.GetComponent <HorizontalBob>();
     FPSPlayerComponent     = playerObj.GetComponent <FPSPlayer>();
     InputComponent         = playerObj.GetComponent <InputControl>();
     CameraControlComponent = Camera.main.GetComponent <CameraControl>();
     //initialize bobbing amounts
     walkBobYawAmount    = Mathf.Clamp01(walkBobYawAmount);
     walkBobRollAmount   = Mathf.Clamp01(walkBobRollAmount);
     sprintBobYawAmount  = Mathf.Clamp01(sprintBobYawAmount);
     sprintBobRollAmount = Mathf.Clamp01(sprintBobRollAmount);
     gunBobRoll         *= walkBobRollAmount;
     gunBobYaw          *= walkBobYawAmount;
 }
Beispiel #21
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    void OnTriggerExit(Collider col)
    {
        //set up external script references
        FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();

        //player has exited water, so reset swimming related variables
        if (col.gameObject.tag == "Player")
        {
            swimTimeState                    = false;
            rippleEffect.emit                = false;
            particlesEffect.emit             = false;
            FPSWalkerComponent.inWater       = false;
            FPSWalkerComponent.swimming      = false;
            FPSWalkerComponent.belowWater    = false;
            FPSWalkerComponent.canWaterJump  = true;
            FPSWalkerComponent.holdingBreath = false;
        }
    }
Beispiel #22
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    void OnTriggerEnter(Collider col)
    {
        FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();
        Footsteps          FootstepsComponent = playerObj.GetComponent <Footsteps>();
        string             colTag             = col.gameObject.tag;
        Transform          colTransform       = col.gameObject.transform;

        //play splash effects for player and objects thrown into water
        if ((colTag == "Player" && (FPSWalkerComponent.jumping || !FPSWalkerComponent.grounded)) ||    //play splash effects for player if they jumped into water
            ((colTag == "Usable" ||    //play splash effects for objects if they hit water
              colTag == "Metal" ||
              colTag == "Wood" ||
              colTag == "Glass" ||
              col.gameObject.name == "Chest") &&
             colTransform.position.y > myTransform.collider.bounds.max.y - 0.3f))
        {
            if (colTag == "Player")
            {
                EnterWater(col);
            }

            AudioSource.PlayClipAtPoint(FootstepsComponent.waterLand, colTransform.position);            //play splash sound

            if (waterSplash)
            {
                foreach (Transform child in waterSplash.transform)             //emit all particles in the particle effect game object group stored in impactObj var

                {
                    if (child.name == "FastSplash")
                    {
                        splashPos = new Vector3(colTransform.position.x, myTransform.collider.bounds.max.y - 0.15f, colTransform.position.z);
                        child.particleEmitter.transform.position = splashPos;
                    }
                    else
                    {
                        splashPos = new Vector3(colTransform.position.x, myTransform.collider.bounds.max.y + 0.01f, colTransform.position.z);
                        child.particleEmitter.transform.position = splashPos;
                    }
                    child.particleEmitter.transform.rotation = Quaternion.FromToRotation(Vector3.up, waterSplash.transform.up); //rotate impact effects so they are perpendicular to surface hit
                    child.particleEmitter.Emit();                                                                               //emit the particle(s)
                }
            }
        }
    }
 void Start()
 {
     //set up component references
     if (CinemaCameraObj)
     {
         CinemaCameraObj.SetActive(false);
     }
     CameraControlComponent = MainCameraObj.GetComponent <CameraControl>();
     MouseLookComponent     = FPSCameraObj.GetComponent <SmoothMouseLook>();
     FPSPlayerComponent     = FPSPlayerObj.GetComponent <FPSPlayer>();
     FPSWalkerComponent     = FPSPlayerObj.GetComponent <FPSRigidBodyWalker>();
     PlayerWeaponsComponent = FPSWeaponsObj.GetComponent <PlayerWeapons>();
     IronsightsComponent    = FPSPlayerObj.GetComponent <Ironsights>();
     VisibleBodyComponent   = FPSWalkerComponent.VisibleBody.GetComponent <VisibleBody>();
     if (!FPSPlayerComponent.crosshairEnabled)
     {
         noCrosshair = true;            //don't reactivate crosshair if it wasn't active to start
     }
 }
Beispiel #24
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    void Start()
    {
        GunSwayComponent         = transform.parent.transform.GetComponent <GunSway>();
        SmoothMouseLookComponent = GunSwayComponent.cameraObj.GetComponent <SmoothMouseLook>();
        playerObj              = Camera.main.transform.GetComponent <CameraControl>().playerObj;
        FPSPlayerComponent     = playerObj.GetComponent <FPSPlayer>();
        FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
        InputComponent         = playerObj.GetComponent <InputControl>();
        PlayerWeaponsComponent = FPSPlayerComponent.PlayerWeaponsComponent;
        IronsightsComponent    = FPSPlayerComponent.IronsightsComponent;
        PivotAnimComponent     = GetComponent <Animation>();
        myTransform            = transform;
        childTransform         = myTransform.GetChild(0);
        swayAmt = GunSwayComponent.swayAmount;

        if (deadzoneLooking)
        {
            SmoothMouseLookComponent.dzAiming = true;
        }
    }
Beispiel #25
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 void Start()
 {
     CameraControlComponent = Camera.main.transform.GetComponent <CameraControl>();
     playerObj                         = CameraControlComponent.playerObj;
     weaponObj                         = CameraControlComponent.weaponObj;
     playerTransform                   = playerObj.transform;
     InputComponent                    = playerObj.GetComponent <InputControl>();
     FPSPlayerComponent                = playerObj.GetComponent <FPSPlayer>();
     walkerComponent                   = playerObj.GetComponent <FPSRigidBodyWalker>();
     GunSwayComponent                  = weaponObj.GetComponent <GunSway>();
     SmoothMouseLookComponent          = GunSwayComponent.cameraObj.GetComponent <SmoothMouseLook>();
     AnimationComponent                = objectWithAnims.GetComponent <Animation>();
     AnimationComponent.wrapMode       = WrapMode.Loop;
     AnimationComponentShadow.wrapMode = WrapMode.Loop;
     myTransform                       = transform;
     verticalPos                       = playerTransform.position.y - modelUpAmt;
     tempPosX   = playerTransform.position.x;
     tempPosZ   = playerTransform.position.z;
     meshState1 = false;
     meshState2 = false;
     fpSkinnedMesh.gameObject.SetActive(true);
 }
Beispiel #26
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 void OnTriggerStay(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();
         FPSPlayer          FPSPlayerComponent = playerObj.GetComponent <FPSPlayer>();
         //on start of a collision with ladder trigger set climbing var to true on FPSRigidBodyWalker script
         FPSWalkerComponent.climbing = true;
         if (!playClimbingAudio)
         {
             FPSWalkerComponent.noClimbingSfx = true;
         }                                                                           //dont play climbing sounds if playClimbingAudio is false
         if (Mathf.Abs(FPSWalkerComponent.inputY) < 0.1f)
         {
             if (Input.GetKey(FPSPlayerComponent.crouch))
             {
                 //prevent player from crouching when leaving surface if they did so by holding crouch button
                 FPSWalkerComponent.crouchState = false;
             }
         }
     }
 }
Beispiel #27
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    public void InitializeShell()
    {
        //set up external script references
        FPSPlayerComponent     = Camera.main.transform.GetComponent <CameraControl>().FPSPlayerComponent;
        PlayerWeaponsComponent = FPSPlayerComponent.PlayerWeaponsComponent;
        FPSWalkerComponent     = FPSPlayerComponent.FPSWalkerComponent;
        myTransform            = transform;//manually set transform for efficiency

        FPSWalkerComponent = FPSPlayerComponent.FPSWalkerComponent;

        //shell states and settings
        parentState = true;
        soundState  = true;

        //initialize shell rotation amounts
        shellRotateUp   = WeaponBehaviorComponent.shellRotateUp;
        shellRotateSide = WeaponBehaviorComponent.shellRotateSide;
        shellDuration   = WeaponBehaviorComponent.shellDuration;
        //track the time that the shell was ejected
        startTime        = Time.time;
        shellRemovalTime = Time.time + shellDuration;       //time that shell will be removed
        RigidbodyComponent.maxAngularVelocity = 100;        //allow shells to spin faster than default
        //determine if shell rotates clockwise or counter-clockwise at random
        if (Random.value < 0.5f)
        {
            shellRotateUp *= -1;
        }
        RigidbodyComponent.velocity        = Vector3.zero;
        RigidbodyComponent.angularVelocity = Vector3.zero;
        //rotate shell
        rotateAmt = 0.1f;
        //apply torque to rigidbody
        RigidbodyComponent.AddRelativeTorque(Vector3.up * (Random.Range(0.175f, rotateAmt) * shellRotateSide), ForceMode.Impulse);
        RigidbodyComponent.AddRelativeTorque(Vector3.right * (Random.Range(0.4f, rotateAmt * 6) * shellRotateUp), ForceMode.Impulse);

        StartCoroutine(CalcShellPos());
    }
Beispiel #28
0
    bool CanSeeTarget()
    {
        FPSRigidBodyWalker FPSWalker = playerObj.GetComponent <FPSRigidBodyWalker>();

        if (FPSWalker.crouched)
        {
            attackRangeAmt = attackRange * sneakRangeMod;            //reduce NPC's attack range by sneakRangeMod amount when player is crouched
        }
        else
        {
            attackRangeAmt = attackRange;
        }
        if (Vector3.Distance(myTransform.position, target.position) > attackRangeAmt)
        {
            return(false);
        }
        RaycastHit hit;

        if (Physics.Linecast(myTransform.position + myTransform.up * (1.0f + eyeHeight), target.position, out hit, searchMask))
        {
            return(hit.transform == target);
        }
        return(false);
    }
 void Start()
 {
     //set up component references
     if (CinemaCameraObj)
     {
         CinemaCameraObj.SetActive(false);
     }
     CameraControlComponent   = MainCameraObj.GetComponent <CameraControl>();
     FPSPlayerObj             = CameraControlComponent.playerObj;
     FPSWeaponsObj            = CameraControlComponent.weaponObj;
     FPSCameraObj             = CameraControlComponent.transform.parent.transform.gameObject;
     MainCameraObj            = Camera.main.transform.gameObject;
     MouseLookComponent       = FPSCameraObj.GetComponent <SmoothMouseLook>();
     FPSPlayerComponent       = FPSPlayerObj.GetComponent <FPSPlayer>();
     FPSWalkerComponent       = FPSPlayerObj.GetComponent <FPSRigidBodyWalker>();
     PlayerWeaponsComponent   = FPSWeaponsObj.GetComponent <PlayerWeapons>();
     IronsightsComponent      = FPSPlayerObj.GetComponent <Ironsights>();
     PlayerCharacterComponent = CameraControlComponent.PlayerCharacterComponent;
     PlayerCharacterObj       = CameraControlComponent.PlayerCharacterObj;
     if (!FPSPlayerComponent.crosshairEnabled)
     {
         noCrosshair = true;            //don't reactivate crosshair if it wasn't active to start
     }
 }
Beispiel #30
0
    void Update()
    {
        //Set up external script references
        FPSRigidBodyWalker FPSWalkerComponent  = playerObj.GetComponent <FPSRigidBodyWalker>();
        Ironsights         IronsightsComponent = playerObj.GetComponent <Ironsights>();
        FPSPlayer          FPSPlayerComponent  = playerObj.GetComponent <FPSPlayer>();
        CameraKick         CameraKickComponent = Camera.main.GetComponent <CameraKick>();
        Footsteps          FootstepsComponent  = playerObj.GetComponent <Footsteps>();

        if (Time.timeScale > 0 && Time.deltaTime > 0)        //allow pausing by setting timescale to 0

        {
            waveslice = 0.0f;
            if (!FPSPlayerComponent.useAxisInput)
            {
                horizontal = FPSWalkerComponent.inputX;                //get input from player movement script
                vertical   = FPSWalkerComponent.inputY;
            }
            else
            {
                horizontal = FPSWalkerComponent.inputXSmoothed;                //get input from player movement script
                vertical   = FPSWalkerComponent.inputYSmoothed;
            }
            midpoint = FPSWalkerComponent.midPos;                                                      //Start bob from view position set in player movement script

            if (Mathf.Abs(horizontal) != 0 || Mathf.Abs(vertical) != 0 && FPSWalkerComponent.grounded) //Perform bob only when moving and grounded

            {
                waveslice     = Mathf.Sin(timer);
                wavesliceRoll = Mathf.Sin(timerRoll);
                if (Mathf.Abs(FPSWalkerComponent.inputY) > 0.1f)
                {
                    inputSpeed = Mathf.Abs(FPSWalkerComponent.inputY);
                }
                else
                {
                    inputSpeed = Mathf.Abs(FPSWalkerComponent.inputX);
                }
                timer     = timer + bobbingSpeed * inputSpeed * Time.deltaTime;
                timerRoll = timerRoll + (bobbingSpeed / 2.0f) * Time.deltaTime;                //Make view roll bob half the speed of view pitch bob

                if (timer > Mathf.PI * 2.0f)
                {
                    timer = timer - (Mathf.PI * 2.0f);
                    if (!FPSWalkerComponent.noClimbingSfx)                    //dont play climbing footsteps if noClimbingSfx is true
                    {
                        FootstepsComponent.FootstepSfx();                     //play footstep sound effect by calling FootstepSfx() function in Footsteps.cs
                    }
                }

                //Perform bobbing of camera roll
                if (timerRoll > Mathf.PI * 2.0f)
                {
                    timerRoll = (timerRoll - (Mathf.PI * 2.0f));
                    if (!FPSWalkerComponent.grounded)
                    {
                        timerRoll = 0;                        //reset timer when airborne to allow soonest resume of footstep sfx
                    }
                }
            }
            else
            {
                //reset variables to prevent view twitching when falling
                timer                = 0.0f;
                timerRoll            = 0.0f;
                tempLocalEulerAngles = new Vector3(0, 0, 0);              //reset camera angles to 0 when stationary
            }

            if (waveslice != 0)
            {
                translateChange      = waveslice * bobbingAmount;
                translateChangePitch = waveslice * pitchingAmount;
                translateChangeRoll  = wavesliceRoll * rollingAmount;
                translateChangeYaw   = wavesliceRoll * yawingAmount;
                totalAxes            = Mathf.Abs(horizontal) + Mathf.Abs(vertical);
                totalAxes            = Mathf.Clamp(totalAxes, 0.0f, 1.0f);
                //needed for smooth return to neutral view pos
                translateChange      = totalAxes * translateChange;
                translateChangePitch = totalAxes * translateChangePitch;
                translateChangeRoll  = totalAxes * translateChangeRoll;
                //Set position for smoothing function and add jump value
                //divide position by deltaTime for framerate independence
                dampTo = midpoint + (translateChange / Time.deltaTime * 0.01f);
                //camera roll and pitch bob
                tempLocalEulerAngles = new Vector3(translateChangePitch, translateChangeYaw, translateChangeRoll);
            }
            else
            {
                if (!FPSWalkerComponent.swimming)
                {
                    if (IronsightsComponent.cameraIdleBob)
                    {
                        idleYBob = Mathf.Sin(Time.time * 1.25f) * 0.015f;
                    }
                }
                else
                {
                    if (IronsightsComponent.cameraSwimBob)
                    {
                        idleYBob = Mathf.Sin(Time.time * 1.65f) * 0.08f;                        //increase vertical bob when swimming
                    }
                }

                //reset variables to prevent view twitching when falling
                dampTo          = midpoint + idleYBob;       //add small sine bob for camera idle movement
                totalAxes       = 0;
                translateChange = 0;
            }
            //use SmoothDamp to smooth position and remove any small glitches in bob amount
            dampOrg = Mathf.SmoothDamp(dampOrg, dampTo, ref dampVelocity, 0.1f, Mathf.Infinity, Time.deltaTime);
            //Pass bobbing amount and angles to the camera kick script in the camera object after smoothing
            CameraKickComponent.dampOriginY = dampOrg;
            CameraKickComponent.bobAngles   = Vector3.SmoothDamp(CameraKickComponent.bobAngles, tempLocalEulerAngles, ref dampVelocity2, 0.1f, Mathf.Infinity, Time.deltaTime);
        }
    }