public void Awake()
    {
        if (AS_SniperKit.Environment != null)
        {
            WindSpeed = AS_SniperKit.Environment.WindSpeed;
        }

        rigidBodyComp   = GetComponent <Rigidbody>();
        targetLocked    = null;
        initialPosition = this.gameObject.transform.position;
        AS_ActionCamera actioncam = (AS_ActionCamera)GameObject.FindObjectOfType(typeof(AS_ActionCamera));

        if (actioncam != null)
        {
            actionPreset = actioncam.GetPresets();
            if (actionPreset != null)
            {
                actionPreset.Shoot(this.gameObject);
            }
        }
        if (this.GetComponent <Renderer>())
        {
            this.GetComponent <Renderer>().enabled = true;
        }
    }
Example #2
0
 void Awake()
 {
     if (!RootObject)
     {
         RootObject = this.transform.root.gameObject;
     }
     ActionCam = GameObject.FindWithTag("ActionCam").GetComponent <AS_ActionCamera>();
 }
Example #3
0
    public void Awake()
    {
        initialPosition = this.gameObject.transform.position;
        AS_ActionCamera actioncam = (AS_ActionCamera)GameObject.FindObjectOfType(typeof(AS_ActionCamera));

        if (actioncam != null)
        {
            actionPreset = actioncam.GetPresets();
            if (actionPreset != null)
            {
                actionPreset.Shoot(this.gameObject);
            }
        }
        this.GetComponent <Renderer>().enabled = true;
    }
Example #4
0
 void Start()
 {
     actioncam = (AS_ActionCamera)GameObject.FindObjectOfType(typeof(AS_ActionCamera));
 }
 public void Initialize()
 {
     ActionCam = (AS_ActionCamera)FindObjectOfType(typeof(AS_ActionCamera));
 }
Example #6
0
 public void Initialize()
 {
     ActionCam = (AS_ActionCamera)FindObjectOfType (typeof(AS_ActionCamera));
 }
    protected virtual void OnEnable()
    {
        StartCoroutine(DelayedEnable());
        //The following code relies on the fact that in the canvas,
        //the Ui panels are named in the following format:
        //pSniperMode, which has children --> pStandard, pScope, and pBoth, in that order
        //For example: panel has children pStandard, pScope, and pBoth

        CurrentSniperPanel.SetActive(true);
        BothPanel.SetActive(true);

        if (txtSniperMode)
        {
            txtSniperMode.text = DisplayName;
        }

        //For zoom slider
        if (sldZoom)
        {
            sldZoom.minValue = MinZoom;
            sldZoom.maxValue = MaxZoom;
            sldZoom.value    = sldZoom.maxValue;
        }
        if (ScopeRenderUI)
        {
            ScopeRenderUI.SetActive(false);
        }

        xRot = Root.transform.eulerAngles.x;
        yRot = Root.transform.eulerAngles.y;

        ScopeCamera.fieldOfView = MaxZoom;
        variableMessages        = new Dictionary <string, string>();
        variableTexts           = new Dictionary <string, Text>();
        isReloading             = false;
        isMiniReloading         = false;
        isInInstinctMode        = false;
        //For thermals
        if (startLightColor == default(Color))
        {
            if (GameObject.FindWithTag("Light"))
            {
                startLightColor = GameObject.FindWithTag("Light").GetComponent <Light>().color;
            }
        }
        else
        {
            if (GameObject.FindWithTag("Light"))
            {
                GameObject.FindWithTag("Light").GetComponent <Light>().color = startLightColor;
            }
        }
        if (startSkybox == null)
        {
            startSkybox = RenderSettings.skybox;
        }
        else
        {
            RenderSettings.skybox = startSkybox;
        }

        //reset bullet speed mult
        bulletSpeedMultiplier = 1;

        //Reset bullet damage
        if (BulletPrefab.GetComponent <Bullet>())
        {
            BulletDamage = BulletPrefab.GetComponent <Bullet>().Strength;
        }
        initBulletDamage = BulletDamage;

        //Reset recoil time
        recoilTime = 0;

        InTimeFreezeMode = false;
        InBulletCam      = false;

        //For special bullet vfx
        ActionCam              = GameObject.FindWithTag("ActionCam").GetComponent <AS_ActionCamera>();
        ActionCam.BeginAction += OnActionCamBegin;
        ActionCam.EndAction   += OnActionCamEnd;


        ViewingScope = false;

        //Update the handmode property
        SniperPrimaryHand = PrimaryHandMode;
    }
Example #8
0
 void Start()
 {
     actioncam = (AS_ActionCamera)GameObject.FindObjectOfType(typeof(AS_ActionCamera));
 }