// Use this for initialization void Start() { PC = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); lookRotation = PC.GetComponent <LookRotation>(); mouse = new MouseCursor(); mouse.Hide(); }
// Use this for initialization void Start() { playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControllerFinal>(); lookRotation = playerController.GetComponent <LookRotation>(); //It remembers that player controller is that object so it gets a diferent component from the same object. mouse = new MouseCursor(); mouse.Hide(); gameManager = GetComponent <GameManager>(); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var data = new LookRotation { constrainX = constrainX ? 1 : 0, constrainY = constrainY ? 1 : 0, constrainZ = constrainZ ? 1 : 0, }; dstManager.AddComponentData(entity, data); }
// Start is called before the first frame update void Start() { playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); gun = playerController.GetComponent <Gun>(); cameraManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <CameraManager>(); lookRotation = playerController.GetComponent <LookRotation>(); pointing = false; firstPerson = false; canWalk = true; canShot = true; HideCursor(); }
// Use this for initialization void Start() { facing = gameObject.AddComponent <Facing>(); basicFollow = transform.GetComponentInChildren <BasicFollow>(); basicSearch = transform.GetComponentInChildren <BasicSearch>(); lookRotation = transform.GetComponentInChildren <LookRotation>(); visionRange = transform.GetComponentInChildren <VisionRange>(); navMeshAgent = transform.GetComponentInChildren <NavMeshAgent>(); if (target != null) { visionRange.validTargets = new List <GameObject> { target }; } }
private static bool ApplyRotation(NeckLookControllerVer2 __instance) { if (POVEnabled) { if (!currentChara) { POVEnabled = false; return(true); } Vector3 rot; if (LookRotation.TryGetValue(currentCharaGo, out var val)) { rot = val; } else { LookRotation[currentCharaGo] = rot = currentChara.objHeadBone.transform.rotation.eulerAngles; } if (__instance.neckLookScript && currentChara.neckLookCtrl == __instance) { __instance.neckLookScript.aBones[0].neckBone.rotation = Quaternion.identity; __instance.neckLookScript.aBones[1].neckBone.rotation = Quaternion.identity; __instance.neckLookScript.aBones[1].neckBone.Rotate(rot); var eyeObjs = currentChara.eyeLookCtrl.eyeLookScript.eyeObjs; GameCamera.transform.position = Vector3.Lerp(eyeObjs[0].eyeTransform.position, eyeObjs[1].eyeTransform.position, 0.5f); GameCamera.transform.rotation = currentChara.objHeadBone.transform.rotation; GameCamera.transform.Translate(Vector3.forward * ViewOffset.Value); GameCamera.fieldOfView = CurrentFOV.Value; return(false); } } return(true); }
// Use this for initialization void Start() { fireProjectile = GetComponent <FireProjectile>(); fireProjectileCooldown = gameObject.AddComponent <ActionCoolDown>(); fireProjectileCooldown.cooldownTime = fireProjectileCooldownTime; facing = gameObject.AddComponent <Facing>(); basicPatrol = transform.GetComponentInChildren <BasicPatrol>(); basicSearch = transform.GetComponentInChildren <BasicSearch>(); lookRotation = transform.GetComponentInChildren <LookRotation>(); visionRange = transform.GetComponentInChildren <VisionRange>(); navMeshAgent = transform.GetComponentInChildren <NavMeshAgent>(); health = transform.GetComponentInChildren <Health>(); if (target != null) { visionRange.validTargets = new List <GameObject> { target }; } }
public void SpawnPlayer(int playerNumber, bool recreateGameObject = true) { if (recreateGameObject == false) { switch (playerNumber) { case 1: players[playerNumber - 1].GetComponentInChildren <PlayerController>().transform.position = player1Spawn.position; break; case 2: players[playerNumber - 1].GetComponentInChildren <PlayerController>().transform.position = player2Spawn.position; break; case 3: players[playerNumber - 1].GetComponentInChildren <PlayerController>().transform.position = player3Spawn.position; break; case 4: players[playerNumber - 1].GetComponentInChildren <PlayerController>().transform.position = player4Spawn.position; break; default: break; } return; } // If we have a player in that spot, delete it if (players[playerNumber - 1] != null) { Destroy(players[playerNumber - 1]); players[playerNumber - 1] = null; } GameObject newPlayer = null; // Switch on the different players to spawn them in different spots switch (playerNumber) { case 1: newPlayer = Instantiate(playerPrefab, player1Spawn.position, player1Spawn.rotation) as GameObject; break; case 2: newPlayer = Instantiate(playerPrefab, player2Spawn.position, player2Spawn.rotation) as GameObject; break; case 3: newPlayer = Instantiate(playerPrefab, player3Spawn.position, player3Spawn.rotation) as GameObject; break; case 4: newPlayer = Instantiate(playerPrefab, player4Spawn.position, player4Spawn.rotation) as GameObject; break; default: break; } // Set the gameObject name newPlayer.name = "Player " + playerNumber.ToString(); // Add to the player array in the correct spot players[playerNumber - 1] = newPlayer; PlayerController newPlayerController = newPlayer.GetComponentInChildren <PlayerController>(); // Set each players number newPlayerController.playerNumber = playerNumber; // Set the controller number newPlayerController.controller = (XboxCtrlrInput.XboxController)playerNumber; // Set player as alive newPlayerController.isAlive = true; LookRotation newLookRotation = newPlayer.GetComponentInChildren <LookRotation>(); newLookRotation.StartUp(); newLookRotation.LookTowards(Vector3.back * 1000); playerColourPicker.SetUp(players); }
void RespawnPlayer(int playerNumber) { if (players[playerNumber - 1] != null) { if (zoneManager.zonePosition == ZoneManager.ZonePosition.Centre) // If the zone is in the centre { players[playerNumber - 1].transform.position = outerSpawns[playerNumber - 1].position; // Spawn on outer spawn } else { players[playerNumber - 1].transform.position = centreSpawns[playerNumber - 1].position; // Spawn in the centre } //// Switch on the different players to spawn them in respective spots //switch (playerNumber) //{ // case 1: // players[playerNumber - 1].transform.position = player1Spawn.position; // break; // case 2: // players[playerNumber - 1].transform.position = player2Spawn.position; // break; // case 3: // players[playerNumber - 1].transform.position = player3Spawn.position; // break; // case 4: // players[playerNumber - 1].transform.position = player4Spawn.position; // break; // default: // break; //} // Set player as alive players[playerNumber - 1].GetComponent <PlayerController>().isAlive = true; players[playerNumber - 1].GetComponent <Rigidbody>().velocity = Vector3.zero; LookRotation lookRotation = players[playerNumber - 1].transform.parent.GetComponentInChildren <LookRotation>(); lookRotation.LookTowards(zone.transform.position); } //// Set the gameObject name //newPlayer.name = "Player " + playerNumber.ToString(); //// Add to the player array in the correct spot //players[playerNumber - 1] = newPlayer; //PlayerController newPlayerController = newPlayer.GetComponentInChildren<PlayerController>(); //// Set each players number //newPlayerController.playerNumber = playerNumber; //// Set the controller number //newPlayerController.controller = (XboxCtrlrInput.XboxController)playerNumber; //// Set player as alive //newPlayerController.isAlive = true; //LookRotation newLookRotation = newPlayer.GetComponentInChildren<LookRotation>(); //newLookRotation.StartUp(); //newLookRotation.LookTowards(zone.transform.position); ////TODO do this is a better spot or a better way //playerColourPicker.SetUp(players); }
private void Start() { lookRotation = transform.GetComponentInChildren <LookRotation>(); navMeshAgent = transform.GetComponentInChildren <NavMeshAgent>(); }
protected override void EnablePov() { if (!currentChara) { if (isStudio) { var selectedCharas = GuideObjectManager.Instance.selectObjectKey.Select(x => Studio.Studio.GetCtrlInfo(x) as OCIChar).Where(x => x != null).ToList(); if (selectedCharas.Count > 0) { var ociChar = selectedCharas.First(); currentChara = ociChar.charInfo; currentCharaId = ociChar.objectInfo.dicKey; currentCharaGo = currentChara.gameObject; } else { Logger.LogMessage("Select a character in workspace to enter its POV"); } } else { Queue <ChaControl> CreateQueue() { return(new Queue <ChaControl>(FindObjectsOfType <ChaControl>())); } ChaControl GetCurrentChara() { for (int i = 0; i < charaQueue.Count; i++) { var chaControl = charaQueue.Dequeue(); // Remove destroyed if (!chaControl) { continue; } // Rotate the queue charaQueue.Enqueue(chaControl); if (chaControl.sex == 0 && hFlag && (hFlag.mode == HFlag.EMode.aibu || hFlag.mode == HFlag.EMode.lesbian || hFlag.mode == HFlag.EMode.masturbation)) { continue; } // Found a valid character, otherwise skip (needed for story mode H because roam mode characters are in the queue too, just disabled) if (chaControl.objTop.activeInHierarchy) { return(chaControl); } } return(null); } if (charaQueue == null) { charaQueue = CreateQueue(); } currentChara = GetCurrentChara(); if (!currentChara) { charaQueue = CreateQueue(); currentChara = GetCurrentChara(); } currentCharaGo = currentChara?.gameObject; } } if (currentChara) { prevVisibleHeadAlways = currentChara.fileStatus.visibleHeadAlways; if (HideHead.Value) { currentChara.fileStatus.visibleHeadAlways = false; } GameCamera = Camera.main; var cc = (MonoBehaviour)GameCamera.GetComponent <CameraControl_Ver2>() ?? GameCamera.GetComponent <Studio.CameraControl>(); if (cc) { cc.enabled = false; } // Fix depth of field being completely out of focus var depthOfField = GameCamera.GetComponent <UnityStandardAssets.ImageEffects.DepthOfField>(); dofOrigSize = depthOfField.focalSize; dofOrigAperature = depthOfField.aperture; if (depthOfField.enabled) { depthOfField.focalTransform.localPosition = new Vector3(0, 0, 0.25f); depthOfField.focalSize = 0.9f; depthOfField.aperture = 0.6f; } // only use head rotation if there is no existing rotation if (!LookRotation.TryGetValue(currentCharaGo, out _)) { LookRotation[currentCharaGo] = currentChara.objHeadBone.transform.rotation.eulerAngles; } else { // always get z axis from head var rot = LookRotation[currentCharaGo]; LookRotation[currentCharaGo] = new Vector3(rot.x, rot.y, currentChara.objHeadBone.transform.rotation.eulerAngles.z); } base.EnablePov(); backupLayer = GameCamera.gameObject.layer; GameCamera.gameObject.layer = 0; } }
private static void ResetAllRotations() { LookRotation.Clear(); }