Beispiel #1
0
 void Start()
 {
     m_pickUpSystemLeft     = LeftController.GetComponent <PickupSystem>();
     m_pickUpSystemRight    = RightController.GetComponent <PickupSystem>();
     m_jetpackMovementLeft  = LeftController.GetComponent <JetpackMovement>();
     m_jetpackMovementRight = RightController.GetComponent <JetpackMovement>();
     m_upwardMultiplier     = m_jetpackMovementLeft.upwardMultiplier;
 }
Beispiel #2
0
    void Start()
    {
        trackedObj = GetComponent <SteamVR_TrackedObject>();

        m_otherDeviceGameObject = transform.parent.GetComponent <SteamVR_ControllerManager>().left;
        if (m_otherDeviceGameObject == gameObject)
        {
            m_otherDeviceGameObject = transform.parent.GetComponent <SteamVR_ControllerManager>().right;
        }

        // Cache Variables
        m_rigidBody    = transform.parent.GetComponent <Rigidbody>();
        m_pickupSystem = GetComponent <PickupSystem>();

        m_device = SteamVR_Controller.Input((int)trackedObj.index);
        m_otherDeviceJetpackMovement = m_otherDeviceGameObject.GetComponent <JetpackMovement>();

        triggerX             = 0.0f;
        otherTriggerX        = 0.0f;
        m_downwardMultiplier = transform.parent.GetComponent <JetpackMovementDownwardMultiplier>().downwardMultiplier;
    }
Beispiel #3
0
    public void AddGadget(MonoBehaviour gadget)
    {
        if (gadgets.Count < maxGadgets)
        {
            switch (gadget.GetType().ToString())
            {
            case "JetpackMovement":
                JetpackMovement gadgetJM    = gadget.GetComponent <JetpackMovement>();
                JetpackMovement newGadgetJM = gameObject.AddComponent <JetpackMovement>();
                newGadgetJM.upwardMultiplier    = gadgetJM.upwardMultiplier;
                newGadgetJM.gadgetPreviewPrefab = gadgetJM.gadgetPreviewPrefab;
                gadgets.Add(newGadgetJM);
                newGadgetJM.enabled = false;
                break;

            case "ProjectileGun":
                ProjectileGun gadgetPG    = gadget.GetComponent <ProjectileGun>();
                ProjectileGun newGadgetPG = gameObject.AddComponent <ProjectileGun>();
                newGadgetPG.cooldown            = gadgetPG.cooldown;
                newGadgetPG.projectilePrefab    = gadgetPG.projectilePrefab;
                newGadgetPG.gadgetPreviewPrefab = gadgetPG.gadgetPreviewPrefab;
                newGadgetPG.angleMultiplier     = gadgetPG.angleMultiplier;
                newGadgetPG.pointerModel        = gadgetPG.pointerModel;
                gadgets.Add(newGadgetPG);
                newGadgetPG.enabled = false;
                break;

            case "RaycastGun":
                RaycastGun gadgetRG    = gadget.GetComponent <RaycastGun>();
                RaycastGun newGadgetRG = gameObject.AddComponent <RaycastGun>();
                newGadgetRG.cooldown             = gadgetRG.cooldown;
                newGadgetRG.damage               = gadgetRG.damage;
                newGadgetRG.impactForce          = gadgetRG.impactForce;
                newGadgetRG.range                = gadgetRG.range;
                newGadgetRG.impactParticleSystem = gadgetRG.impactParticleSystem;
                newGadgetRG.gadgetPreviewPrefab  = gadgetRG.gadgetPreviewPrefab;
                newGadgetRG.angleMultiplier      = gadgetRG.angleMultiplier;
                newGadgetRG.pointerModel         = GetComponent <GadgetReferences>().raycastGunPointer;
                gadgets.Add(newGadgetRG);
                newGadgetRG.enabled = false;
                break;

            case "Shield":
                Shield gadgetSh    = gadget.GetComponent <Shield>();
                Shield newGadgetSh = gameObject.AddComponent <Shield>();
                newGadgetSh.maxEnergy                 = gadgetSh.maxEnergy;
                newGadgetSh.startWithFullEnergy       = gadgetSh.startWithFullEnergy;
                newGadgetSh.loseEnergyOnHit           = gadgetSh.loseEnergyOnHit;
                newGadgetSh.loseEnergyOverTime        = gadgetSh.loseEnergyOverTime;
                newGadgetSh.energyRegeneration        = gadgetSh.energyRegeneration;
                newGadgetSh.shieldObject              = GetComponent <GadgetReferences>().shield;
                newGadgetSh.shieldActiveMaterial      = gadgetSh.shieldActiveMaterial;
                newGadgetSh.shieldDeactivatedMaterial = gadgetSh.shieldDeactivatedMaterial;
                newGadgetSh.gadgetPreviewPrefab       = gadgetSh.gadgetPreviewPrefab;
                break;

            default:
                Debug.LogError("Gadget not listed, unable to add");
                break;
            }
            Initialize();
        }
    }