public void OnStart() { ocuMouse = GetScript <OcuMouse>(Common.GetSurveillancePlayerMouse()); player = Common.GetStealthPlayer(); playerScript = GetScript <FirstPersonPlayer>(player); camera = Common.GetStealthPlayerCamera(); cameraCam = Common.GetSurveillancePlayerStaticCameraCam(); camScript = GetScript <CameraCam>(cameraCam); camRotLimitScript = GetScript <CameraRotationLimit>(gameObject); heldObjectPosition = GameObject.GetGameObjectByName("HeldObjectPosition"); sound = gameObject.RequireComponent <CSound>(); flyingSoundID = sound.GetUniqueEvent("CAM_FLIGHT.vente", 2); camPhysics = gameObject.RequireComponent <CPhysics>(); camPhysics.mColliderType = 1; camMesh = gameObject.RequireComponent <CMeshRenderer>(); mInitialScale = (Vector3)gameObject.transform.GetScale(); nonActive = new State(smc, State_NonActive_Enter, State_NonActive_Update, State_NonActive_Exit); flyingTowardsWall = new State(smc, State_FlyTowardsWall_Enter, State_FlyTowardsWall_Update, State_FlyTowardsWall_Exit); activeOnWall = new State(smc, State_ActiveOnWall_Enter, State_ActiveOnWall_Update, State_ActiveOnWall_Exit); flyingBackToPlayer = new State(smc, State_FlyingBackToPlayer_Enter, State_FlyingBackToPlayer_Update, State_FlyingBackToPlayer_Exit); smc.SetState(nonActive); // Initial state }
public void OnStart() { surveillanceMouseMesh = Common.GetSurveillancePlayerMouse().RequireComponent<CMeshRenderer>(); surveillanceMouseScript = GetScript<OcuMouse>(Common.GetSurveillancePlayerMouse()); rcCar = Common.GetRCCar(); if (rcCar != null) InitCar(); }
public void OnStart() { ocuMouse = GetScript<OcuMouse>(Common.GetSurveillancePlayerMouse() ); player = Common.GetStealthPlayer(); playerScript = GetScript<FirstPersonPlayer>(player); camera = Common.GetStealthPlayerCamera(); cameraCam = Common.GetSurveillancePlayerStaticCameraCam(); camScript = GetScript<CameraCam>(cameraCam); camRotLimitScript = GetScript<CameraRotationLimit>(gameObject); heldObjectPosition = GameObject.GetGameObjectByName("HeldObjectPosition"); sound = gameObject.RequireComponent<CSound>(); flyingSoundID = sound.GetUniqueEvent("CAM_FLIGHT.vente", 2); camPhysics = gameObject.RequireComponent<CPhysics>(); camPhysics.mColliderType = 1; camMesh = gameObject.RequireComponent<CMeshRenderer>(); mInitialScale = (Vector3)gameObject.transform.GetScale(); nonActive = new State(smc, State_NonActive_Enter, State_NonActive_Update, State_NonActive_Exit); flyingTowardsWall = new State(smc, State_FlyTowardsWall_Enter, State_FlyTowardsWall_Update, State_FlyTowardsWall_Exit); activeOnWall = new State(smc, State_ActiveOnWall_Enter, State_ActiveOnWall_Update, State_ActiveOnWall_Exit); flyingBackToPlayer = new State(smc, State_FlyingBackToPlayer_Enter, State_FlyingBackToPlayer_Update, State_FlyingBackToPlayer_Exit); smc.SetState(nonActive); // Initial state }