Beispiel #1
0
//	void SetCursorState()
//	{
//
//	}
    void Start()
    {
        Time.timeScale = 1;
        if (shotsDisplay != null)
        {
            shotsDisplay.SetActive(false);
        }
        canvas         = GetComponent <Canvas>();
        canvas.enabled = false;
        if (SceneManager.GetActiveScene().name != "Intro Scene")
        {
            //eventSystem.SetActive (false);
//			if(SceneManager.GetActiveScene().name != "CapMultiplayer")
//			{
            dannyCameraBase     = gmobj.dannyContainer.GetComponentInChildren <FreeCameraLook> ().gameObject;
            dannyShutCameraOff  = dannyCameraBase.GetComponent <FreeCameraLook>();
            shutWeaponsOff      = gmobj.danny.GetComponent <DannyWeaponScript>();
            strongmanCameraBase = gmobj.strongmanContainer.GetComponentInChildren <FreeCameraLook> ().gameObject;
            strongmanCameraOff  = strongmanCameraBase.GetComponent <FreeCameraLook> ();
//			}
//			else if(SceneManager.GetActiveScene().name == "CapMultiplayer")
//			{
//				//			Debug.Log ("This is a network game!!!");
//			}
//			sfxSlider.value = PersistThroughScenes.sfxVolume;
//			musicSlider.value = PersistThroughScenes.musicVolume;
        }

        sfxSlider.enabled   = false;
        musicSlider.enabled = false;
        quit.enabled        = false;
    }
Beispiel #2
0
    void Start()
    {
        if (GetComponent <PlayerController>())
        {
            if (!GetComponent <PlayerController>().isActiveAndEnabled)
            {
                enemy            = true;
                playerControlled = false;
            }
            else
            {
                playerControlled = true;
            }
        }

        playerController = GetComponent <PlayerController>();
        capCol           = GetComponent <CapsuleCollider>();
        rigidbody        = GetComponent <Rigidbody>();
        anim             = GetComponent <Animator>();
        ragMan           = GetComponent <RagdollManager>();
        wepMan           = GetComponent <WeaponManager>();
        arMan            = GetComponent <ArmorManager>();
        gamMan           = GetComponent <GameManager>();

        if (playerControlled && playerController.isEnabled)
        {
            camLook = GameObject.FindGameObjectWithTag("CameraHolder").GetComponent <FreeCameraLook>();
        }
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        ControleGame.vida = health;
        //Setup our camera reference
        if (Camera.main != null)
        {
            cam = Camera.main.transform;
        }

        //and our Character Movement
        character = GetComponent <CharMove> ();
        //and our animator
        anim = GetComponent <Animator>();
        //and our weapon manager
        weaponManager = GetComponent <WeaponManager>();
        //and the collider


        //And setup the reference to the FreeCameraLook,
        //but since we already have store the camera,
        //we can navigate to the root transform to get the component from there instead of searching for it
        cameraFunctions = Camera.main.transform.root.GetComponent <FreeCameraLook>();

        //Store the offset of the crosshair
        //offsetCross = cameraFunctions.crosshairOffsetWiggle;
    }
Beispiel #4
0
    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }
        // get the third person character ( this should never be null due to require component )
        m_Character    = GetComponentInChildren <HumanCharacter>();
        m_CharacterAim = GetComponent <HumanMovement>();
        //col = GetComponent<CapsuleCollider>();
        //startHeight = col.height;
        m_RigidBody     = GetComponent <Rigidbody>();
        anim            = GetComponentInChildren <Animator>();
        charStats       = GetComponent <CharacterStats>();
        weaponManager   = GetComponent <WeaponManager>();
        cameraFunctions = Camera.main.gameObject.GetComponentInParent <FreeCameraLook>();
        offsetCross     = cameraFunctions.crosshairOffsetWiggle;
        //m_RigidBody.AddForce(1, 1, 1);

        //m_Character.Move(m_Move, crouch, m_Jump, false, lookPos);
    }
Beispiel #5
0
    protected override void Awake()
    {
        instance = this;

        base.Awake();

        cam   = GetComponentInChildren <Camera>().transform;
        pivot = cam.parent.parent;         //take the correct pivot
    }
    void Awake()
    {
//		GameMasterObject.strongman = this.gameObject;
        myTransform = transform;
        if (GameMasterObject.dCamO != null)
        {
            cameraGO             = GameMasterObject.dCamO;
            myTransform.position = DRespawnPos.myTransform.position + new Vector3(0f, 1f, 0f);
            freeCamLook          = cameraGO.GetComponent <FreeCameraLook>();
            if (freeCamLook != null)
            {
                burst = freeCamLook.burst2;
            }
        }
    }
    void Start()
    {
        if (Camera.main != null)
        {
            cam = Camera.main.transform;
        }
        if (GameMasterObject.isMultiplayer)
        {
            GameMasterObject.strongmanNetwork = this.gameObject;
            GameMasterObject.dannyActive      = false;
            GameMasterObject.strongmanActive  = true;
            GameMasterObject.getStrongmanInfo = true;
        }

        rigidBody = GetComponent <Rigidbody> ();

        playerHealth = GetComponent <PlayerHealth1> ();
        charMove     = GetComponent <StrongManMovement> ();
        anim         = GetComponent <Animator>();
        freeCamLook  = cameraGO.GetComponent <FreeCameraLook>();
//		sound = GetComponent<AudioSource> ();
        jumpRC       = GetComponent <StrongManJumpingRaycast>();
        shootCounter = 10;

        wZC             = cameraGO.GetComponentInChildren <StrongManWeaponCameraZoom>();
        turnSensitivity = GameMasterObject.turnSpeedNumber;

        fsScript = finalStrike.GetComponent <FinalStrikeForce> ();

        if (GameMasterObject.isMultiplayer)
        {
            rockThrowPic = EquipRock.rockPic;
            platformPic  = EquipPlat.platPic;
            ragePic      = EquipRage.ragePic;
            nothingUsing = EquipCant1.cantImage;
        }

        rockThrowPic.color  = notEquipedColor;
        platformPic.color   = goColor;
        ragePic.color       = notEquipedColor;
        nothingUsing.color  = notEquipedColor;
        targetingSpawnPoint = BulletSpawnSpot.myTransform;
    }
Beispiel #8
0
 void DisableComponents()
 {
     if (enemy)
     {
         transform.GetComponent <NavMeshAgent>().enabled    = false;
         transform.GetComponent <CapsuleCollider>().enabled = false;
         transform.GetComponent <Animator>().enabled        = false;
         wepMan.DropWeapon();
         transform.GetComponent <WeaponManager>().enabled = false;
     }
     else
     {
         transform.GetComponent <CapsuleCollider>().enabled  = false;
         transform.GetComponent <PlayerController>().enabled = false;
         transform.GetComponent <Animator>().enabled         = false;
         wepMan.DropWeapon();
         transform.GetComponent <WeaponManager>().enabled = false;
         FreeCameraLook cameraHolder = GameObject.FindGameObjectWithTag("CameraHolder").GetComponent <FreeCameraLook>();
         cameraHolder.enabled = false;
     }
 }
Beispiel #9
0
	void Start ()
	{
		if (Camera.main != null) {
			cam = Camera.main.transform;
		}

		character = GetComponent<CharMove> ();

		anim = GetComponent<Animator> ();



		weaponManager = GetComponent<WeaponManager> ();

		col = GetComponent<CapsuleCollider> ();
		startHeight = col.height;

		cameraFunctions = Camera.main.GetComponentInParent<FreeCameraLook> ();

		offsetCross = cameraFunctions.crosshairOffsetWiggle;
	}
Beispiel #10
0
    void Start()
    {
        if (Camera.main != null)
        {
            cam = Camera.main.transform;
        }
        if (GameMasterObject.isMultiplayer)
        {
            GameMasterObject.dannyNetwork    = this.gameObject;
            GameMasterObject.getDannyInfo    = true;
            PauseManager.getDannyInfo        = true;
            GameMasterObject.dannyActive     = true;
            GameMasterObject.strongmanActive = false;
        }

        spawnAllyBlock = cam.GetComponent <BlockAllySpawn> ();
        playerHealth   = GetComponent <PlayerHealth1> ();
        charMove       = GetComponent <DannyMovement> ();
        anim           = GetComponent <Animator>();
        freeCamLook    = cameraGO.GetComponent <FreeCameraLook>();
//		dannyWeapon = GetComponent<DannyWeaponScript>();
        jumpRC       = GetComponent <JumpingRaycastDown>();
        shootCounter = 10;
//		if(lift != null)
//		{
//			anim2 = lift.GetComponent<Animator>();
//			liftScript = lift.GetComponent<LiftScript> ();
//		}

        wZC             = cameraGO.GetComponentInChildren <WeaponCameraZoom>();
        turnSensitivity = GameMasterObject.turnSpeedNumber;
        if (bowStaffObject != null)
        {
            bowAttack = bowStaffObject.GetComponent <PlayerBowStaff>();
        }
        if (blazeSwordObject != null)
        {
            blazeAttack = blazeSwordObject.GetComponent <PlayerBowStaff>();
        }
    }
Beispiel #11
0
    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }
        // get the third person character ( this should never be null due to require component )
        m_Character    = GetComponent <HumanCharacter>();
        m_CharacterAim = GetComponent <New_Movement>();
        col            = GetComponent <CapsuleCollider>();
        startHeight    = col.height;
        anim           = GetComponent <Animator>();

        weaponManager   = GetComponent <WeaponManager>();
        cameraFunctions = Camera.main.transform.root.GetComponent <FreeCameraLook>();
        offsetCross     = cameraFunctions.crosshairOffsetWiggle;
    }
Beispiel #12
0
 public void GetStrongmanInfo()
 {
     strongmanCameraOff = strongmanNetworkCamobj.GetComponent <FreeCameraLook> ();
 }
Beispiel #13
0
 public void GetDannyCamInfo()
 {
     dannyShutCameraOff = dannyNetworkCamobj.GetComponent <FreeCameraLook>();
 }
    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }
        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponentInChildren<HumanCharacter>();
        m_CharacterAim = GetComponent<HumanMovement>();
        //col = GetComponent<CapsuleCollider>();
        //startHeight = col.height;
        m_RigidBody = GetComponent<Rigidbody>();
        anim = GetComponentInChildren<Animator>();
        charStats = GetComponent<CharacterStats>();
        weaponManager = GetComponent<WeaponManager>();
        cameraFunctions = Camera.main.gameObject.GetComponentInParent<FreeCameraLook>();
        offsetCross = cameraFunctions.crosshairOffsetWiggle;
        //m_RigidBody.AddForce(1, 1, 1);

        //m_Character.Move(m_Move, crouch, m_Jump, false, lookPos);
    }
    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }
        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponent<HumanCharacter>();
        m_CharacterAim = GetComponent<New_Movement>();
        col = GetComponent<CapsuleCollider>();
        startHeight = col.height;
        anim = GetComponent<Animator>();

        weaponManager = GetComponent<WeaponManager>();
        cameraFunctions = Camera.main.transform.root.GetComponent<FreeCameraLook>();
        offsetCross = cameraFunctions.crosshairOffsetWiggle;
    }