private void Update() { // m_CameraRefocus.GetFocusPoint(); Vector3 newCameraPosition; if (rigidbodyFirstPersonController.GetComponent <Rigidbody>().velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded()) { Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.GetComponent <Rigidbody>().velocity.magnitude); // *(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f)); newCameraPosition = Camera.transform.localPosition; newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset(); newCameraPosition.z += .33f; } else { newCameraPosition = Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset(); } Camera.transform.localPosition = newCameraPosition; if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded()) { StartCoroutine(jumpAndLandingBob.DoBobCycle()); } m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded(); // m_CameraRefocus.SetFocusPoint(); }
// Use this for initialization void Start() { player = gameObject; drone = GameObject.FindGameObjectWithTag("Drone"); cam = GetComponentInChildren<Camera>(); DroneCAM = drone.GetComponentInChildren<Camera>(); mainCharacter = GetComponent<ThirdPersonCharacter>(); playerControl = mainCharacter.GetComponent<Player>(); screenFocus = mainCharacter.GetComponent<ScreenFocus>(); DroneCAM.enabled = false; }
// Fixed update is called in sync with physics private void FixedUpdate() { // read inputs float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); m_Crouch = Input.GetKey(KeyCode.C); // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v * m_CamForward + h * m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v * Vector3.forward + h * Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) { m_Move *= 0.5f; } #endif // pass all parameters to the character control script m_Character.Move(m_Move, m_Crouch, m_Jump); m_Jump = false; m_Character.GetComponent <Animator>().Update(Time.deltaTime); Physics.Simulate(Time.fixedDeltaTime); }
public Transform target; // target to aim for private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); transform = character.GetComponent <Transform>(); agent.updateRotation = false; agent.updatePosition = true; }
private void Start() { character = GetComponent <ThirdPersonCharacter>(); carParent = GameObject.Find("Car"); car = carParent.GetComponent <CarController>(); speedUpdateFrequency = 200; parkUpdateFrequency = 50; rBody = character.GetComponent <Rigidbody>(); counter = (int)UnityEngine.Random.Range(0.0f, parkUpdateFrequency); previousTerrain = ""; movement = Vector3.zero; doStart = -1; makeNeg = 1.0f; finishedStaring = false; goingToPark = false; crossingRoad = false; sidewalkSpeed = UnityEngine.Random.RandomRange(0.1f, 0.8f); increasingSpeed = (UnityEngine.Random.RandomRange(0.0f, 1.0f) < 0.5f); float typeNum = UnityEngine.Random.Range(0.0f, 1.0f); if (typeNum < 0.5f) { type = 0; } else { type = 1; destination = randomParkDestination(); } }
public void Init() { victim = thirdPersonMovement.GetComponent <Mortal>(); }
void Awake() { mainPlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<ThirdPersonCharacter>(); playerControl = mainPlayer.GetComponent<Player>(); Drone = GetComponent<GameObject>(); }
public void CrossDoor(UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter character) { StartCoroutine(_CrossDoor(character)); agent = character.GetComponent<UnityEngine.AI.NavMeshAgent> (); }