void Start()
    {
        if (_Player == this)
        {
            print("Player Start");
        }
        name = "Player " + ownerName + " " + viewId;

        playerNameTxt.transform.parent     = null;
        playerNameTxt.gameObject.hideFlags = HideFlags.HideInHierarchy;
        playerNameTxt.enabled = false;
        //LoadCar(carId);
        nitroAudio = InitSound(res.nitro, false);
        transform2 = gameObject.transform;
        if (bot2 && !online)
        {
            weapons.gameObject.SetActive(false);
        }
        AmplifyMotionEffect.RegisterRecursivelyS(gameObject);

#if !UNITY_WP8 && VOICECHAT
        voiceChatPlayer = GetComponent <VoiceChatPlayer>();
#endif
        //if (bot)
        //    StartCoroutine(StartBot3());
        owner.varParse.UpdateValues();
    }
 private void OnEnable()
 {
     this.MyCamera         = base.gameObject.GetComponent <Camera>();
     this.frostEffect      = base.GetComponent <Frost>();
     this.ScionStuff       = base.GetComponent <ScionPostProcess>();
     this.bleedEffect      = base.GetComponent <BleedBehavior>();
     this.aa_FXAA          = base.GetComponent <FXAA>();
     this.aa_SMAA          = base.GetComponent <SMAA>();
     this.amplifyMotion    = base.GetComponent <AmplifyMotionEffect>();
     this.sessao           = base.GetComponent <SESSAO>();
     this.hbao             = base.GetComponent <HBAO>();
     this.waterViz         = base.gameObject.GetComponent <WaterViz>();
     this.waterBlur        = base.gameObject.GetComponent <WaterBlurEffect>();
     this.waterBlurCeto    = base.gameObject.GetComponent <UnderWaterPostEffect>();
     this.farShadowCascade = base.gameObject.GetComponent <FarShadowCascade>();
     if (Sunshine.Instance)
     {
         this.SunshineOccluders = Sunshine.Instance.Occluders;
     }
     this.reflexionMode_complex = LayerMask.GetMask(new string[]
     {
         "Camera",
         "Ignore Raycast"
     });
     this.reflexionMode_simple = LayerMask.GetMask(new string[]
     {
         "Camera"
     });
     this.reflexionMode_off = 0;
 }
Example #3
0
    // Use this for initialization
    private void Awake()
    {
        amp = GetComponent <AmplifyMotionEffect>();
        hb  = GetComponent <HBAO>();
        mad = GetComponent <MadGoat_SSAA.MadGoatSSAA>();
        int level = QualitySettings.GetQualityLevel();

        if (level < 4)
        {
            mad.enabled = false;
            hb.enabled  = false;
        }
        if (level < 3)
        {
            amp.enabled = false;
        }
    }
Example #4
0
    void LoadCar()
    {
        if (m_Car)
        {
            _Pool.Save(m_Car.gameObject);
        }
        string path     = cop ? "police" : owner.carSet.carName;
        Spawn  spawnPos = GetSpawnStartPos();

        m_Car = _Pool.Load2(Resources.Load(path), spawnPos.pos, spawnPos.rot).GetComponent <CarControl>();
        if (m_Car.m_CarDamage.meshTest)
        {
            m_Car.m_CarDamage.meshTest.Reset(this == _Player);
            m_Car.rigidbody.velocity = m_Car.rigidbody.angularVelocity = Vector3.zero;
        }

        //m_Car = ((GameObject)Instantiate(Resources.Load(path), spawnPos.pos, spawnPos.rot)).GetComponent<CarControl>();
        m_Car.name   = "Player Car " + pv.playerName;
        transformCar = m_Car.tr;
        rigidbody    = m_Car.rigidbody;
        rigidbody.solverIterationCount = 6;
        m_CarSettings           = m_Car.GetComponent <CarSettings>() as CarSettings;
        m_CarSound              = m_Car.GetComponent <CarSound>() as CarSound;
        m_CarSettings.bypassABS = false;
        m_Car.pl = this;
        OnQualityChanged();
        var priority = this == _Player ? 100 : 130;

        foreach (var a in GetComponents <AudioSource>())
        {
            a.priority = priority;
        }
        foreach (var a in m_Car.audioSources)
        {
            a.priority = priority;
        }

        if (IsMine && !bot2)
        {
            _Game.MainCamera.Target = m_Car.tr;
        }
        AmplifyMotionEffect.RegisterRecursivelyS(m_Car.gameObject);
    }
Example #5
0
    //
    // Call this after changing the parts
    //
    public void RebuildModel()
    {
        if (boneDict.Count == 0)
        {
            BuildBoneDictionary(transform);
        }

        Clear();

        foreach (var gop in parts)
        {
            if (gop == null)
            {
                continue;
            }

            var go = gameObject.InstantiateChild(gop);
            go.SetLayerRecursive(gameObject.layer);

            var renderers = go.GetComponentsInChildren <SkinnedMeshRenderer>();
            foreach (var renderer in renderers)
            {
                var oldTransformRoot = renderer.rootBone;

                // Find the top of the skeleton
                while (oldTransformRoot.parent != null && oldTransformRoot.parent != go.transform)
                {
                    oldTransformRoot = oldTransformRoot.parent;
                }

                // Copy the target renderer
                {
                    RemapBones(renderer);
                }

                // Dispose of the old root bone
                {
                    GameObject.Destroy(oldTransformRoot.gameObject);
                }

                // We might be over-riding the material, do it here
                {
                    DoMaterialOverride(renderer);
                }

                                #if CLIENT
                if (materialOverride == null)
                {
                    AmplifyMotionEffect.RegisterS(renderer.gameObject);
                }
                                #endif
            }

            go.SetActive(IsVisible);
            createdParts.Add(go);
        }

        CreateLODGroup();

        // HACK: Update the 'BasedOnRenderers' animator if we have one, so it finds the new renderers (!)
        {
            var animator = GetComponent <Animator>();
            if (animator != null && animator.cullingMode == AnimatorCullingMode.BasedOnRenderers)
            {
                animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
                animator.cullingMode = AnimatorCullingMode.BasedOnRenderers;
            }
        }
    }