void Start()
        {
            // fetch components on the same gameObject
            m_Controller = GetComponent <CharacterController>();
            DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller,
                                                                                                        this, gameObject);

            m_InputHandler = GetComponent <PlayerInputHandler>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler,
                                                                                                       this, gameObject);

            m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(
                m_WeaponsManager, this, gameObject);

            m_Health = GetComponent <Health>();
            DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

            m_Actor = GetComponent <Actor>();
            DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

            m_Controller.enableOverlapRecovery = true;

            m_Health.OnDie += OnDie;

            // force the crouch state to false when starting
            SetCrouchingState(false, true);
            UpdateCharacterHeight(true);
        }
        void Start()
        {
            ActiveWeaponIndex   = -1;
            m_WeaponSwitchState = WeaponSwitchState.Down;

            m_InputHandler = GetComponent <PlayerInputHandler>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerWeaponsManager>(m_InputHandler, this,
                                                                                                  gameObject);

            m_PlayerCharacterController = GetComponent <PlayerCharacterController>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerWeaponsManager>(
                m_PlayerCharacterController, this, gameObject);

            SetFov(DefaultFov);

            OnSwitchedToWeapon += OnWeaponSwitched;

            // Add starting weapons
            foreach (var weapon in StartingWeapons)
            {
                AddWeapon(weapon);
            }

            SwitchWeapon(true);
        }
Beispiel #3
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        void Start()
        {
            m_PlayerCharacterController = GetComponent <PlayerCharacterController>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, Treasure>(m_PlayerCharacterController,
                                                                                             this, gameObject);

            m_InputHandler = GetComponent <PlayerInputHandler>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, Treasure>(m_InputHandler, this, gameObject);
        }
Beispiel #4
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        void Start()
        {
            jetpackEvent = FMODUnity.RuntimeManager.CreateInstance(JetpackSfx);

            IsJetpackUnlocked = IsJetpackUnlockedAtStart;

            m_PlayerCharacterController = GetComponent <PlayerCharacterController>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, Jetpack>(m_PlayerCharacterController,
                                                                                            this, gameObject);

            m_InputHandler = GetComponent <PlayerInputHandler>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, Jetpack>(m_InputHandler, this, gameObject);

            CurrentFillRatio = 1f;
        }
Beispiel #5
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        void Start()
        {
            IsJetpackUnlocked = IsJetpackUnlockedAtStart;

            m_PlayerCharacterController = GetComponent <PlayerCharacterController>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, Jetpack>(m_PlayerCharacterController,
                                                                                            this, gameObject);

            m_InputHandler = GetComponent <PlayerInputHandler>();
            DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, Jetpack>(m_InputHandler, this, gameObject);

            CurrentFillRatio = 1f;

            AudioSource.clip = JetpackSfx;
            AudioSource.loop = true;
        }