void RandomRecoil(Camera_Controller cameraController, Player_Controller playerController) { int _recoilIndex = Random.Range(0, weaponStats.recoilPattern.Count - 1); cameraController.xRotation -= weaponStats.recoilPattern[_recoilIndex].x * weaponStats.baseRecoil * recoilADS; playerController.yRotation += weaponStats.recoilPattern[_recoilIndex].y * weaponStats.baseRecoil * recoilADS; }
// void Update() { // if (selected != null && selected.Count > 0){ // selected[0].GetComponent<Rigidbody>().velocity = Vector3.zero; // } // } public static void RotateAll(GameObject center) { if (!center) { return; } var camera = GameObject.Find("Main Camera"); Camera_Controller cameraController = camera.GetComponent <Camera_Controller>(); GameObject relativeRotators = GameObject.Find("RelativeRotators"); Transform transform = relativeRotators.GetComponent <Transform>(); GameObject[] childsG = new GameObject[transform.childCount]; int i = 0; foreach (Transform child in transform) { childsG[i] = child.gameObject; i++; } foreach (var child in childsG) { RelativeRotatorData relativeRotatorData = child.GetComponent <RelativeRotatorData>(); if (relativeRotatorData.willRotate) { var childTransform = child.GetComponent <Transform>(); childTransform.RotateAround(center.transform.position, Vector3.up, cameraController.speed * cameraController.direction); } } }
private void Awake() { if (_instance == null) { _instance = this; } }
IEnumerator LoadInitialData() { string path = "Object/Tablet/TabletCharacter"; yield return(StartCoroutine(ResourceLoader.Instance.Load <GameObject>(path, o => { tabletCharacter = Instantiate(o) as GameObject; tabletCharacter.transform.position = new Vector3(0, 0, 0); camera = tabletCharacter.transform.GetChild(0).GetComponent <Camera_Controller>(); camera.InitCamera(); effect = tabletCharacter.transform.GetChild(1).gameObject; schedule_Controller = tabletCharacter.transform.GetChild(2).GetComponent <Schedule_Controller>(); }))); path = "Object/Situation/Situation"; yield return(StartCoroutine(ResourceLoader.Instance.Load <GameObject>(path, o => { var inGameObject = Instantiate(o) as GameObject; inGameObject.transform.position = new Vector3(0, 0, 0); situation_Controller = inGameObject.GetComponent <Situation_Controller>(); }))); SetLoadComplete(); }
void Awake() { Player = Instantiate(AssetManager.Instance.Player_Prefab); AssetManager.Instance.Player = Player; cam = Instantiate(AssetManager.Instance.Camera); cam.Player = Player; }
private void Start() { weaponController = GetComponent <Weapon_Controller>(); cameraController = GetComponent <Camera_Controller>(); playerInput = GetComponent <Player_Input>(); m_Player = GetComponent <CharacterController>(); m_Anim = weaponController.ActiveWeaponAnimator; }
void Start() { messageText = messageTextGameObject.GetComponent <Text>(); messageGameObject.SetActive(false); mensajeSalteableBotonObjeto.SetActive(false); cam = FindObjectOfType <Camera_Controller>(); aim = FindObjectOfType <Aiming>(); descript = FindObjectOfType <Setexts>(); }
public FaceTarget(PlayerController pc, string inputPath) { playerController = pc; player = playerController.player; transform = playerController.transform; this.inputPath = inputPath; cameraController = Core.instance.CameraController; }
//*************************************************************************************************** void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
// Use this for initialization void Start() { thePlayer = FindObjectOfType <Player_Controller>(); theCamera = FindObjectOfType <Camera_Controller>(); thePlayer.transform.position = transform.position; theCamera.transform.position = new Vector3(transform.position.x, transform.position.y, theCamera.transform.position.z); thePlayer.lastMove = startDirection; }
public Turn(PlayerController pc) { playerController = pc; player = playerController.player; playerProfile = playerController.playerProfile; transform = playerController.transform; camera_Controller = Core.instance.CameraController; lookingDirection = transform.rotation; lookingDirection_old = transform.rotation; }
void Start() { //review center of mass docs //rb.centerOfMass = centerOfMass.position; Physics.IgnoreLayerCollision(9, 10); Physics.IgnoreLayerCollision(9, 11); OVRManager.display.RecenterPose(); lm = GetComponent <Lighting_Manager>(); cam = GetComponentInChildren <Camera_Controller>(); uim = GetComponentInChildren <UI_Manager>(); }
// Use this for initialization void Start() { anime = GetComponent <Animator> (); //Attack_Range = GetComponentInChildren <Weapon_Range> ().Range; // looking for weapon in children and add attack range, work as AI attack range camFun = GetComponent <Player_Controller_RTS_RPG_AstarPathfing_Project> () .Cam_Center_Point.GetComponent <Camera_Controller> (); // get camera component layerMaskFloor = LayerMask.GetMask("Floor"); layerMaskObstacles = LayerMask.GetMask("Obstacles"); layerMaskRagdollObstacles = LayerMask.GetMask("Obstacles_Only_Affect_On_Ragdoll"); }
private void OnEnable() { CC = (Camera_Controller)target; serOBJ = new SerializedObject(target); MCCTinRPG = serOBJ.FindProperty("MouseControlCamTypesInRPGMode"); // find serializable enum CFPB = serOBJ.FindProperty("CameraFollowPlayerBehavior"); // find serializable enum CMTinRTS = serOBJ.FindProperty("CameraMovementTypes"); // find serializable enum MCCTinRTS = serOBJ.FindProperty("MouseControlCamTypeseInRTSMode"); // find serializable enum playerOBJ = serOBJ.FindProperty("Player_Obj"); xRoteOBJ = serOBJ.FindProperty("X_Rote_Cent"); camOBJ = serOBJ.FindProperty("Cam_Obj"); }
private void ChangeToPlayerCamera() { foreach (Camera_Controller c in cameraList) { if (c.target.controll == Player_Controll.Player) { c.GetComponentInChildren <Camera>().enabled = true; c.updateRotation(); Active_Camera_Controller = c; } else { c.GetComponentInChildren <Camera>().enabled = false; } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Player") { UnityEngine.SceneManagement.SceneManager.LoadScene(levelToLoad); thePlayer = FindObjectOfType <Player_Controller>(); theCamera = FindObjectOfType <Camera_Controller>(); thePlayer.transform.position = new Vector3(xPos, yPos, 0f); theCamera.transform.position = new Vector3(xPos, yPos, theCamera.transform.position.z); thePlayer.lastMove = startDirection; } }
private void Awake() { if (eventSystem.activeSelf) { eventSystem.SetActive(false); } if (camera_controller == null) { eventSystem.SetActive(true); camera_controller = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
void RecoilMechanics() { Camera_Controller cameraController = transform.root.GetComponent <Camera_Controller>(); Player_Controller playerController = cameraController.transform.GetComponent <Player_Controller>(); Vector3 playerSpeed = new Vector3(playerController.GetComponent <CharacterController>().velocity.x, 0, playerController.GetComponent <CharacterController>().velocity.z); float speedMagnitude = playerSpeed.magnitude; if (randomRecoil) { RandomRecoil(cameraController, playerController); } else { RecoilPattern(cameraController, playerController); } }
// Start is called before the first frame update void Start() { cc = Camera_Controller.Instance; // camera instance playerController = Player_Controller_RPG.Instance; // player instance if (cc == null) { Debug.LogError("There is no camera controller in the scene!!"); } else { playerCam = cc.Cam_Obj.GetComponent <Camera>(); } if (playerCam == null) { Debug.LogError("There is no camera controller in camera controller!!"); } if (playerController == null) { Debug.LogError("There is no player controller in scene"); return; } // read player controller script attached object playerOBJ = playerController.gameObject; // looking for ai script pathRichAI = playerOBJ.GetComponent <Pathfinding.RichAI>(); pathAIPath = playerOBJ.GetComponent <Pathfinding.AIPath>(); pathAILerp = playerOBJ.GetComponent <Pathfinding.AILerp>(); // disable ai because in rpg mode it will conflict with the control aiOn = false; if (pathRichAI != null) { pathRichAI.enabled = false; } else if (pathAIPath != null) { pathAIPath.enabled = false; } else if (pathAILerp != null) { pathAILerp.enabled = false; } rightClickInfoType = RC_InfoType.None; }
public void ChangeCamera() { int index = cameraList.IndexOf(Active_Camera_Controller); cameraList[index].GetComponentInChildren <Camera>().enabled = false; if (cameraList.Count > index + 1) { cameraList[index + 1].GetComponentInChildren <Camera>().enabled = true; Active_Camera_Controller = cameraList[index + 1]; cameraList[index + 1].updateRotation(); } else { cameraList[Statics.zero].GetComponentInChildren <Camera>().enabled = true; Active_Camera_Controller = cameraList[Statics.zero]; cameraList[Statics.zero].updateRotation(); } updateLabels(); }
void Start() { game_controller = GetComponentInChildren <Game_Controller>(); gamecanvas = GetComponentInChildren <Canvas>(); camera_controller = GetComponentInChildren <Camera_Controller>(); map_camera = camera_controller.GetComponentInChildren <Camera>(); foreach (Transform t in GetComponentsInChildren <Transform>()) { if (t.tag == "EnemyParent") { enemy_parent = t; } else if (t.tag == "ExtraParent") { extra_parent = t; } else if (t.tag == "StartPos") { player_start = t; } else if (t.tag == "EnergyReg") { energyregzone = t.GetComponent <Regeneration_Controller>(); energyregzone.initiate(player); } else if (t.tag == "HealthReg") { healthregzone = t.GetComponent <Regeneration_Controller>(); healthregzone.initiate(player); } } if (player != null) { player.controller.initiate(player); } }
// Use this for initialization public virtual void Start() { if (!isThisScriptAsigned) { isThisScriptAsigned = true; _instance = this; } playerRigidbody = GetComponent <Rigidbody>(); playerRigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; //freeze rigidbody's rotation to prevent fall down to floor //playerRigidbody.drag = Mathf.Infinity; playerRigidbody.angularDrag = Mathf.Infinity; //prevant character keep turn not stop after finish rotation anim = GetComponent <Animator>(); cc = Camera_Controller.Instance; if (Cam_Center_Point == null) { Cam_Center_Point = cc.gameObject; } //playerCam = Cam_Center_Point.GetComponent<Camera_Controller>().Cam_Obj.GetComponent<Camera>(); newYAng = transform.eulerAngles.y; // initialize value in first run layerMaskFloor = LayerMask.GetMask("Floor"); layerMaskObstacles = LayerMask.GetMask("Obstacles"); layerMaskHeightAdjust = LayerMask.GetMask("HeightAdjust"); }
// Start is called before the first frame update void Start() { instr = FindObjectOfType <Instructions>(); ui = FindObjectOfType <UI>(); cam = FindObjectOfType <Camera_Controller>(); }
void Start() { Time.timeScale = 0; string s = ""; PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_controller(0), ref s, Player_Controll.Player.ToString(), true); PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_controller(1), ref s, Player_Controll.Ai.ToString(), true); int player_amount = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_amount, 2); // Game Mode (only have one) // string game_mode = PlayerPrefsHandler.GetPersistentVar<string>(Statics.game_mode, "1vs1"); // Create entire gameworld for (int i = 0; i < player_amount; i++) { // create map Transform map = Instantiate(Resources.Load <GameObject>(map_prefab_path), new Vector3((Statics.map_x + Statics.map_space) * i, 0, 0), transform.rotation).GetComponent <Transform>(); map_reference = map.GetComponent <Map_script>(); map_reference.id = i; // spawn and instantiate Player string player_prefab_path = "Players(ingame)/" + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_character(i), "Mage"); player = Resources.Load <GameObject>(player_prefab_path); Player p = Instantiate(player, map.transform.position + transform.up * 2, transform.rotation).GetComponent <Player>(); // set player parent p.transform.SetParent(map); // set player name p.Name = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(i), "Player1"); // set controller string controller = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_controller(i), "Ai"); if (controller == "Ai") { p.setController(Player_Controll.Ai); p.controller.setDifficulty(PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(i), "Easy")); } else { p.setController(Player_Controll.Player); p.controller.setDifficulty(PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(i), "Easy")); } diff_value.text = p.controller.difficulty.ToString(); // get enemyparent and init player foreach (Transform t in map.GetComponentsInChildren <Transform>()) { if (t.tag == "EnemyParent") { p.InitiatePlayer(this, t); break; } } // init camera camera_controller = map.GetComponentInChildren <Camera_Controller>(); camera_controller.setTarget(p); // init game game_controller = map.GetComponentInChildren <Game_Controller>(); game_controller.MAX_ENEMY = PlayerPrefsHandler.GetPersistentVar <int>(Statics.enemy_amount, 50); enemy_limit.text = game_controller.MAX_ENEMY.ToString(); game_controller.initiate(p); // add to list Game_List.Add(game_controller); } global_camera = FindObjectOfType <global_camera_controller>(); global_camera.initiate(); // init menu inGameMenu.enabled = false; extraQuestion.enabled = false; // get score int p1 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(0), 0); int p2 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(1), 0); scoreboard.text = p1 + " : " + p2; }
public virtual void Startup(Camera_Controller _controller) { _camTrans = _controller.transform; _orbitSpeed = _controller.orbitSpeed; _player = _controller.player.GetComponent<Player_Controller> (); _rigid = _player.gameObject.GetComponent<Rigidbody> (); }
// Use this for initialization void Start() { instance = this; }
// При показе интерфейса void OnGUI() { X_Cell = Screen.width / 15; Y_Cell = Screen.height / 10; // В меню: if (Application.loadedLevelName == "Game_Menu") { currentLevel = PlayerPrefs.GetString("Level"); if (currentLevel != "") { if (GUI.Button(new Rect(6 * X_Cell, 5 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Заново")) { Application.LoadLevel(currentLevel); } if (GUI.Button(new Rect(6 * X_Cell, 6 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Загрузить")) { Application.LoadLevel("Game_Load"); } if (GUI.Button(new Rect(6 * X_Cell, 7 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Выйти")) { PlayerPrefs.SetString("Level", ""); Application.Quit(); } if (GUI.Button(new Rect(6 * X_Cell, 8 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), Start_Number.ToString())) { Application.LoadLevel(currentLevel); } } else { // Рисуются 2 кнопки: "Играть"(открывает сцену выбора уровня) и "Выйти"(закрывает игру) if (GUI.Button(new Rect(6 * X_Cell, 5 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Играть")) { Application.LoadLevel("Game_Load"); } if (GUI.Button(new Rect(6 * X_Cell, 6.5f * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Выйти")) { PlayerPrefs.SetString("Level", ""); Application.Quit(); } } } // В окне загрузки уровней: else if (Application.loadedLevelName == "Game_Load") { // Рисуется прямоугольник меню и кнопки загрузки каждого уровня, // а также в настройках сохраняется, какой уровень был загружен currentLevel = ""; GUI.skin.box.fontSize = 20; GUI.skin.box.alignment = TextAnchor.UpperCenter; GUI.Box(new Rect(4 * X_Cell, 1 * Y_Cell, 7 * X_Cell, 8 * Y_Cell), "Загрузить уровень"); if (GUI.Button(new Rect(5 * X_Cell, 4f * Y_Cell, 5 * X_Cell, 1 * Y_Cell), "Уровень 1")) { currentLevel = "Level_01"; } if (GUI.Button(new Rect(5 * X_Cell, 6f * Y_Cell, 5 * X_Cell, 1 * Y_Cell), "Уровень 2")) { currentLevel = "Level_02"; } if (currentLevel != "") { Application.LoadLevel(currentLevel); PlayerPrefs.SetString("Level", currentLevel); } } // В окне смерти от воина пишется сообщение о смерти и кнопка перехода в меню else if (Application.loadedLevelName == "Game_Over_Killed") { GUI.skin.box.fontSize = 36; GUI.skin.box.alignment = TextAnchor.MiddleCenter; GUI.Box(new Rect(1 * X_Cell, 1 * Y_Cell, 13 * X_Cell, 8 * Y_Cell), "Смерть.\r\nВоин убил кошку."); if (GUI.Button(new Rect(6 * X_Cell, 0 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Меню")) { Application.LoadLevel("Game_Menu"); } } // В окне проигрыша пишется сообщение о проигрыше и кнопка перехода в меню else if (Application.loadedLevelName == "Game_Over") { GUI.skin.box.fontSize = 36; GUI.skin.box.alignment = TextAnchor.MiddleCenter; GUI.Box(new Rect(1 * X_Cell, 1 * Y_Cell, 13 * X_Cell, 8 * Y_Cell), "Проигрыш.\r\nВоин забрал сокровище."); if (GUI.Button(new Rect(6 * X_Cell, 0 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Меню")) { Application.LoadLevel("Game_Menu"); } } // В окне победы пишется сообщение о победе и кнопка перехода в меню else if (Application.loadedLevelName == "Game_Winner") { GUI.skin.box.fontSize = 36; GUI.skin.box.alignment = TextAnchor.MiddleCenter; GUI.Box(new Rect(1 * X_Cell, 1 * Y_Cell, 13 * X_Cell, 8 * Y_Cell), "Победа!\r\nВоин загнан в ловушку."); if (GUI.Button(new Rect(6 * X_Cell, 0 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Меню")) { Application.LoadLevel("Game_Menu"); } } // В окне любого уровня: else { if (Game_Mode == false) { Menu_Trap_Grib_Button_Status = GUI.Button(new Rect(1 * X_Cell, 1 * Y_Cell, 2 * X_Cell, 2 * Y_Cell), ""); GUI.Box(new Rect(1 * X_Cell, 1 * Y_Cell, 2 * X_Cell, 2 * Y_Cell), Menu_Trap_Grib_GUI_Texture); if (true == Menu_Trap_Grib_Button_Status) { if (Menu_Trap_Grib_Counter > 0) { Menu_Trap_Grib_Function_Flag = true; } else { Menu_Trap_Grib_Function_Flag = false; } } Menu_Trap_Lovushka_Button_Status = GUI.Button(new Rect(3 * X_Cell, 1 * Y_Cell, 2 * X_Cell, 2 * Y_Cell), ""); GUI.Box(new Rect(3 * X_Cell, 1 * Y_Cell, 2 * X_Cell, 2 * Y_Cell), Menu_Trap_Lovushka_GUI_Texture); if (true == Menu_Trap_Lovushka_Button_Status) { if (Menu_Trap_Lovushka_Counter > 0) { Menu_Trap_Lovushka_Function_Flag = true; } else { Menu_Trap_Lovushka_Function_Flag = false; } } if ((Menu_Trap_Lovushka_Counter <= 0) && (Menu_Trap_Grib_Counter <= 0)) { Game_Mode = true; } } // Рисуется кнопка: "Пауза"(открывает меню) if (GUI.Button(new Rect(5 * X_Cell, 0 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Пауза")) { Application.LoadLevel("Game_Menu"); } // Кнопка "Камера" MainCamera = GameObject.Find("Camera(Clone)").GetComponent <Camera_Controller>(); //MainCamera = GameObject.Find("Camera").GetComponent<Camera_Controller>(); if (GUI.Button(new Rect(8 * X_Cell, 0 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Камера")) { MainCamera.BroadcastMessage("SetCamera"); } if ((Application.loadedLevelName != "Game_Over") && (Application.loadedLevelName != "Game_Over_Killed") && (Application.loadedLevelName != "Game_Winner") && Game_Mode) { // Рисование джойстика с наложением на него текстуры GamePad_Rect = new Rect(1 * Y_Cell, 6 * Y_Cell, 3 * Y_Cell, 3 * Y_Cell); GUI.backgroundColor = new Color(); GUI.Box(GamePad_Rect, GamePad_Texture); //Кнопка "Режим" HellCat_Controller = GameObject.Find("HellCat(Clone)").GetComponent <Player_Controller>(); //HellCat_Controller = GameObject.Find("Player").GetComponent<Player_Controller>(); HellCat_Controller = HellCat_Object.GetComponent <Player_Controller>(); if (GUI.Button(new Rect(11 * X_Cell, 7 * Y_Cell, 3 * X_Cell, 1 * Y_Cell), "Режим")) { HellCat_Controller.BroadcastMessage("Mode"); } // Отслеживание, какая кнопка интерфейса нажата - от этого зависит направление движения if (Input.GetMouseButton(0)) { float x = Input.mousePosition.x; float y = Input.mousePosition.y; // Если курсор перемещается внутри джойстика if (x >= 1 * Y_Cell && x <= 4 * Y_Cell && y >= 1 * Y_Cell && y <= 4 * Y_Cell) { // Рисование джойстика с наложением на него текстуры GamePad_Point_Rect = new Rect(x - 0.5f * Y_Cell, -y + 9f * Y_Cell, 1 * Y_Cell, 1 * Y_Cell); GUI.backgroundColor = new Color(); GUI.Box(GamePad_Point_Rect, GamePad_Point_Texture); //, GamePad_Style); X_Move = 0; Y_Move = 0; X_Direction = x - 2.5f * Y_Cell; Y_Direction = y - 2.5f * Y_Cell; Moving(); } else { // Рисование джойстика с наложением на него текстуры GamePad_Point_Rect = new Rect(2 * Y_Cell, 7f * Y_Cell, 1 * Y_Cell, 1 * Y_Cell); GUI.backgroundColor = new Color(); GUI.Box(GamePad_Point_Rect, GamePad_Point_Texture); X_Move = 0; Y_Move = 0; } } else { X_Move = 0; Y_Move = 0; // Рисование джойстика с наложением на него текстуры GamePad_Point_Rect = new Rect(2 * Y_Cell, 7f * Y_Cell, 1 * Y_Cell, 1 * Y_Cell); GUI.backgroundColor = new Color(); GUI.Box(GamePad_Point_Rect, GamePad_Point_Texture); } } } }
void OnEnable() { Instance = this; }
void Start() { _rigid = GetComponent<Rigidbody> (); _moGround.Startup (this); _moInAir.Startup (this); _moAttached.Startup (this); _moStasis.Startup (this); _moAnim.Startup (this); _camera = cameraTrans.GetComponent<Camera_Controller> (); _move = _moGround; _move.EnterState (); GetMeshes (); }
public override void Startup(Camera_Controller _controller) { base.Startup (_controller); _pointer = GameObject.CreatePrimitive (PrimitiveType.Cube); _pointer.GetComponent<BoxCollider> ().enabled = false; }
void RecoilPattern(Camera_Controller cameraController, Player_Controller playerController) { cameraController.xRotation -= weaponStats.recoilPattern[recoilIndex].x * weaponStats.baseRecoil * recoilADS; playerController.yRotation += weaponStats.recoilPattern[recoilIndex].y * weaponStats.baseRecoil * recoilADS; recoilIndex++; }
// Use this for initialization void Start() { coll = GetComponent <CircleCollider2D>(); ctrller = transform.parent.GetComponent <Camera_Controller>(); }
void OnEnable() { Instance = this; }
//this bit is just to get all the variables that I need taken from the player controller script public virtual void Startup(Player_Controller _thePlayer) { //sets all the variables _player = _thePlayer; _rigid = _thePlayer.GetComponent<Rigidbody> (); _maxSpeed = _player.maxSpeed; _acceleration = _player.acceleration; _jumpPower = _player.jumpPower; _nodeJumpPower = _player.nodeJumpPower; _turnSpeed = _player.turnSpeed; _cameraTrans = _player.cameraTrans; _camera = _cameraTrans.GetComponent<Camera_Controller> (); _groundD = _player._groundD; _anim = _player.anim; _speedText = _player.speedText; _camMover = _player.camMover; _forwardD = _player._forwardD; //_nodeD = _player._nodeD; }
void OnEnable() { instance = this; CamMode = CameraMode.Free; followDampTime = dampTime; }