private void Start() { //this components we can get only after body will be spawned animator = GetComponentInChildren <Animator>(); mechanim = GetComponentInChildren <MecanimWrapper>(); //let's active gun layer on our animator animator.SetLayerWeight(2, 1f); animator.SetLayerWeight(1, 1f); /* mechanim.ikActive = true;*/ }
private void OnEnable() { playerInput = GetComponent <ThirdPersonInput>(); photonView = GetComponent <PhotonView>(); myTeam = GetComponent <PlayerTeam>(); mechanim = GetComponentInChildren <MecanimWrapper>(); if (photonView.IsMine && PhotonNetwork.IsConnectedAndReady) { Messenger.AddListener <Vector3>(GameEvents.AUTO_SHOOT, CheckObstacles); Messenger.AddListener(GameEvents.RELOAD_PRESSED, Reload); } }
void Start() { //lets find right / left hand as our body is yet spawned boneReferencer = GetComponentInChildren <BoneReferencer>(); mecanim = GetComponentInChildren <MecanimWrapper>(); leftHand = boneReferencer.leftHand; rightHand = boneReferencer.rightHand; //spawn gun SpawnGun(); SpawnReserviour(); //subscribe to ui if (phtonView.IsMine && PhotonNetwork.IsConnectedAndReady) { Messenger.AddListener <Vector3>(GameEvents.AUTO_SHOOT, RotateGun); //this is for local player - constant rotating Messenger.AddListener <Vector3>(GameEvents.FIRING, GlobalRotationRPC); //this is global rotating - just rotate on start fire and end fire Messenger.AddListener <float>(GameEvents.RELOADING, DisableAutoRotation); /* Messenger.AddListener<Vector3>(GameEvents.SUPER_SHOT_PRESSED, RotateGun);*/ } }
private void Start() { mechanim = GetComponentInChildren <MecanimWrapper>(); }
private void FixedUpdate() { if (mecanim == null) { mecanim = GetComponentInChildren <MecanimWrapper>(); } Collider[] overlapColliders = Physics.OverlapSphere(transform.localPosition, groundCheckRadius, noPlayerLayerMask); isGrounded = overlapColliders.Length != 0 ? true : false; if (LeftJoystick != null && (photonView.IsMine || !PhotonNetwork.IsConnectedAndReady)) { Hinput = Mathf.Clamp(LeftJoystick.input.x + Input.GetAxis("Horizontal"), -1, 1); Vinput = Mathf.Clamp(LeftJoystick.input.y + Input.GetAxis("Vertical"), -1, 1); if (JumpButton != null) { m_Jump = (Input.GetKeyDown(KeyCode.Space) || JumpButton.Pressed); } camera.MoveTo(TouchField.TouchDist.y * cameraYSpeed * Time.fixedDeltaTime * -1); cameraRotation = new Vector3((transform.forward * 5 + transform.position).x, (transform.forward * 5 + transform.position).y + (camera.transform.forward * 5).y, (transform.forward * 5 + transform.position).z) + Vector3.up; transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + Vector3.up * TouchField.TouchDist.x * rotateSpeed * Time.fixedDeltaTime); } else if (newPosition != Vector3.zero) { Hinput = Mathf.Lerp(Hinput, newHinput, Time.fixedDeltaTime * learpSpeedf); Vinput = Mathf.Lerp(Vinput, newVinput, Time.fixedDeltaTime * learpSpeedf); targetJump = Mathf.Lerp(targetJump, newTargetJump, Time.fixedDeltaTime * learpSpeedf); if (Vector3.Distance(transform.position, newPosition) > distanceToForceTP) { transform.position = Vector3.Lerp(transform.position, newPosition, Time.fixedDeltaTime * learpSpeedf); } transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(newRotation), Time.fixedDeltaTime * learpSpeedf); } if (isGrounded && mecanim != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = Vinput * transform.forward + Hinput * transform.right; mecanim.SetHorizontalSpeed(Hinput); mecanim.SetVerticalSpeed(Vinput); mecanim.SetJump(false); targetJump = -1f; } else { /* mecanim.SetHorizontalSpeed(0); * mecanim.SetVerticalSpeed(0);*/ mecanim.SetJump(true); } if (m_Move != Vector3.zero) { m_Move -= m_Move * Time.fixedDeltaTime; } Jump(); /*mecanim.SetJump(targetJump);*/ // pass all parameters to the character control script _characterController.Move(m_Move * Time.fixedDeltaTime * speed); m_Jump = false; }