Calculates aimPoint based on camera current looking direction
Inheritance: MonoBehaviour
Example #1
0
    private Quaternion serverLastPredRotation;             //CLIENT SIDE last predicted rot from server

    void Start()
    {
        inputStates = new Queue <CharacterInput.InputState>();

        cameraMouseAim = Camera.main.GetComponent <CameraMouseAim>();
        cameraAimPoint = Camera.main.GetComponent <CameraAimPoint>();

        characterInput    = GetComponent <CharacterInput>();
        characterMovement = GetComponent <CharacterMovement>();
        characterRotation = GetComponent <CharacterRotation>();
    }
 void Awake()
 {
     cameraAim = Camera.main.GetComponent<CameraAimPoint>();
 }
 void Awake()
 {
     cameraAim = Camera.main.GetComponent <CameraAimPoint>();
 }
    void Start()
    {
        inputStates = new Queue<CharacterInput.InputState>();

        cameraMouseAim = Camera.main.GetComponent<CameraMouseAim>();
        cameraAimPoint = Camera.main.GetComponent<CameraAimPoint>();

        characterInput = GetComponent<CharacterInput>();
        characterMovement = GetComponent<CharacterMovement>();
        characterRotation = GetComponent<CharacterRotation>();
    }