//Intitialization

    //Called at the start of the program
    protected void start()
    {
        m_CharacterController = GetComponent <CharacterController> ();
        //m_Anim = gameObject.GetComponentInChildren<Animation>();

        m_AnimatorController = gameObject.GetComponentInChildren <AnimatorPlayers>();

        m_SFX = SFXManager.Instance;

        GetComponentInChildren <AnimationCallBackManager>().registerCallBack(this);

        m_AcceptInputFrom = gameObject.GetComponent <AcceptInputFrom> ();

        Physics.IgnoreLayerCollision(LayerMask.NameToLayer(Constants.PLAYER_STRING),
                                     (LayerMask.NameToLayer(Constants.PLAYER_STRING)));

        //Moving platform collision

        //Players ignores moving platform collider inside each other
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer(Constants.PLAYER_STRING),
                                     LayerMask.NameToLayer(Constants.COLLIDE_WITH_MOVING_PLATFORM_LAYER_STRING));

        //getting the mask of the player
        m_LayerMask = LayerMask.GetMask(Constants.LAUNCHER_STRING);
        //setting our layermask to the inverse of players
        m_LayerMask = ~m_LayerMask;
    }
    protected AcceptInputFrom m_ReadInput;      //To get the input

    protected void start()
    {
        m_Animator = GetComponentInParent <AnimatorPlayers> ();
        m_Movement = GetComponentInParent <BaseMovementAbility> ();
        //m_ReadInput = GetComponentInParent<AcceptInputFrom>();
        m_ReadInput = transform.parent.GetComponent <AcceptInputFrom> ();

        m_AOEProjectileAngle = 360 / m_NumberOfAOEProjectiles;

        GetComponent <AnimationCallBackManager> ().registerCallBack(this);

        //Setting up trail renderers.
        m_TrailRenderers = GetComponentsInChildren <TrailRenderer>();

        m_TrailRenderersActive      = new bool[m_TrailRenderers.Length];
        m_TrailRenderersTimeAlive   = new float[m_TrailRenderers.Length];
        m_TrailRenderersCurrentTime = new float[m_TrailRenderers.Length];

        for (int i = 0; i < m_TrailRenderers.Length; i++)
        {
            m_TrailRenderersActive[i]      = false;
            m_TrailRenderersTimeAlive[i]   = m_TrailRenderers[i].time;
            m_TrailRenderersCurrentTime[i] = 0;
        }

        m_ChargingEffectMat = m_ChargingEffectObject.renderer.material;

        m_SFX = SFXManager.Instance;
    }
    //Intitialization
    //Called at the start of the program
    protected void start()
    {
        m_CharacterController = GetComponent<CharacterController> ();
        //m_Anim = gameObject.GetComponentInChildren<Animation>();

        m_AnimatorController = gameObject.GetComponentInChildren<AnimatorPlayers>();

        m_SFX = SFXManager.Instance;

        GetComponentInChildren<AnimationCallBackManager>().registerCallBack(this);

        m_AcceptInputFrom = gameObject.GetComponent<AcceptInputFrom> ();

        Physics.IgnoreLayerCollision (LayerMask.NameToLayer (Constants.PLAYER_STRING),
                                      (LayerMask.NameToLayer (Constants.PLAYER_STRING)));

        //Moving platform collision

        //Players ignores moving platform collider inside each other
        Physics.IgnoreLayerCollision (LayerMask.NameToLayer (Constants.PLAYER_STRING),
                                      LayerMask.NameToLayer (Constants.COLLIDE_WITH_MOVING_PLATFORM_LAYER_STRING));

        //getting the mask of the player
        m_LayerMask = LayerMask.GetMask (Constants.LAUNCHER_STRING);
        //setting our layermask to the inverse of players
        m_LayerMask = ~m_LayerMask;
    }
Example #4
0
    protected void start()
    {
        m_Animator = GetComponentInParent<AnimatorPlayers> ();
        m_Movement = GetComponentInParent<BaseMovementAbility> ();
        //m_ReadInput = GetComponentInParent<AcceptInputFrom>();
        m_ReadInput = transform.parent.GetComponent<AcceptInputFrom> ();

        m_AOEProjectileAngle = 360 / m_NumberOfAOEProjectiles;

        GetComponent<AnimationCallBackManager> ().registerCallBack (this);

        //Setting up trail renderers.
        m_TrailRenderers = GetComponentsInChildren<TrailRenderer>();

        m_TrailRenderersActive = new bool[m_TrailRenderers.Length];
        m_TrailRenderersTimeAlive = new float[m_TrailRenderers.Length];
        m_TrailRenderersCurrentTime = new float[m_TrailRenderers.Length];

        for(int i = 0; i < m_TrailRenderers.Length; i++)
        {
            m_TrailRenderersActive[i] = false;
            m_TrailRenderersTimeAlive[i] = m_TrailRenderers[i].time;
            m_TrailRenderersCurrentTime[i] = 0;
        }

        m_ChargingEffectMat = m_ChargingEffectObject.renderer.material;

        m_SFX = SFXManager.Instance;
    }