public override void Init()
        {
            weaponController       = GetComponent <PlayerWeaponController>();
            playerHealthController = GetComponent <HealthControllerPlayer>();
            reloadController       = GetComponent <PlayerReloadController>();

            playerMeleeWeaponLayerMask = Resources.Load("LayerMasks/LayerMask_Player Melee Weapon") as ScriptableLayerMask;
            throwWeaponInputAction     = Resources.Load("Input Actions/Input Action Throw Weapon") as ScriptableInputBoolAction;
            toggleWeaponInputAction    = Resources.Load("Input Actions/Input Action Toggle Weapon") as ScriptableInputBoolAction;

            isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;

            searcherController          = GetComponent <InteractionSearcherController>();
            worldInteractionParentGroup = FindObjectOfType <WorldInteractionsManager>().transform;
            playerRightHand             = GetComponentInChildren <RightHandIdentifier>().transform;

            inventoryAmmo.rifleAmmo     = playerInventoryData.inventoryAmmo.rifleAmmo;
            inventoryAmmo.pistolAmmo    = playerInventoryData.inventoryAmmo.pistolAmmo;
            inventoryAmmo.shotgunShells = playerInventoryData.inventoryAmmo.shotgunShells;
            inventoryAmmo.arrows        = playerInventoryData.inventoryAmmo.arrows;

            fistsWeaponRuntime.FreshSpawnWeapon();
            fistsWeaponRuntime.PickupWeaponPlayer();
            fistsWeaponRuntime.DisableAttackColliders();

            SpawnInventoryWeapons(playerInventoryData.inventoryWeapons);
        }
Ejemplo n.º 2
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 public override void Init()
 {
     animController        = GetComponent <PlayerAnimationController>();
     attackInputAction     = Resources.Load("Input Actions/Input Action Attack") as ScriptableInputBoolAction;
     attackInputHeldAction = Resources.Load("Input Actions/Input Action Attack Held") as ScriptableInputBoolAction;
     isPlayerReloading     = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;
 }
Ejemplo n.º 3
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 public override void InitAbility(AbilityController controller)
 {
     base.InitAbility(controller);
     deltaTimer             = GetResource.DeltaTimer();
     movementController     = controller.GetComponent <PlayerMovementController>();
     isPressingMovementKeys = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool;
     hitboxController       = controller.GetComponent <PlayerController>().hitboxController;
     animController         = controller.GetComponent <PlayerAnimationController>();
     movementInput          = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs;
     isInAction             = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool;
 }
        public override void Init()
        {
            base.Init();

            playerAnimData = Resources.Load("Player/Animations/PlayerAnimationData") as PlayerAnimationData;
            isPressingMovementKeysInput    = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool;
            verticalNormalizedMoveAmount   = Resources.Load("Player/Movement/Player - Normalized Movement Vertical") as ScriptableFloat;
            horizontalNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Horizontal") as ScriptableFloat;

            playerAnimData.ConvertAnimsToHash();
            SetAnimBool(animData.isPlayerBool, true);
        }
Ejemplo n.º 5
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        public override void Init()
        {
            weaponController    = GetComponent <PlayerWeaponController>();
            inventoryController = GetComponent <PlayerInventoryController>();
            animController      = GetComponent <PlayerAnimationController>();
            uiReloadProgressBar = FindObjectOfType <UI_ReloadProgressBar>();

            isReloading       = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;
            isReloading.value = false;

            reloadInput = Resources.Load("Input Actions/Input Action Reload") as ScriptableInputBoolAction;
        }
        public override void Init()
        {
            movementSpeed = movementData.moveSpeed;
            rigidBod      = GetComponent <Rigidbody>();
            gameCamera    = FindObjectOfType <CamControllerGameplay>().GetComponent <Camera>();
            aimTarget     = FindObjectOfType <PlayerAimTargetIdentifier>().transform;

            verticalNormalizedMoveAmount    = Resources.Load("Player/Movement/Player - Normalized Movement Vertical") as ScriptableFloat;
            horizontallNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Horizontal") as ScriptableFloat;

            isPlayerInAction = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool;
            movementInput    = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs;

            deltaTime = Resources.Load("Core Variables/DeltaTimer") as ScriptableFloat;
        }
Ejemplo n.º 7
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 public override void Init()
 {
     isPlayerInAction       = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool;
     isPlayerInAction.value = false;
 }