Example #1
0
 void Start()
 {
     _gksh           = GameObject.Find("GKSH").GetComponent <Rigidbody>();
     _grabbable      = GetComponent <SVGrabbable>();
     GrabChanged    += React;
     _previousInHand = _grabbable.inHand;
 }
Example #2
0
    // Use this for initialization
    void Start()
    {
        this.grabComponent       = GetComponent <SVGrabbable> ();
        this.fireBulletComponent = GetComponent <SVFireBullet> ();
        this.input = this.gameObject.GetComponent <SVControllerInput> ();

        linearAccelerationTracker      = new SVLinearAcceleration();
        revolvingBarrel.revolverParent = this;

        this.SetupComponents();
    }
Example #3
0
    void OnValidate()
    {
        if (this.grabComponent == null)
        {
            this.grabComponent = GetComponent <SVGrabbable> ();
        }

        if (this.fireBulletComponent == null)
        {
            this.fireBulletComponent = GetComponent <SVFireBullet> ();
        }

        SetupComponents();
    }
Example #4
0
    private void OnCollisionEnter(Collision collision)
    {
        bool cancelCollision = true;

        if (collision.gameObject.GetComponent <SVGrabbable>())
        {
            SVGrabbable grabbable = collision.gameObject.GetComponent <SVGrabbable>();
            if (grabbable.isKnockable)
            {
                cancelCollision = false;
            }
        }

        if (cancelCollision)
        {
            Physics.IgnoreCollision(collision.collider, this.controllerCollider);
        }
    }
Example #5
0
    void Start()
    {
        leverHingeJoint = GetComponent <HingeJoint>();

        JointLimits limits = leverHingeJoint.limits;

        limits.max                = Mathf.Max(leverOnAngle, leverOffAngle);
        limits.min                = Mathf.Min(leverOnAngle, leverOffAngle);
        leverHingeJoint.limits    = limits;
        leverHingeJoint.useLimits = true;

        // Get a grabbable on the Lever or one of it's children. You could technically have the grabbable outside of the lever
        // And connect it with a fixed joint, if so just set grabbable to public and set it in editor.
        SVGrabbable[] grabbables = (SVGrabbable[])SVUtilities.AllComponentsOfType <SVGrabbable>(gameObject);
        Assert.IsFalse(grabbables.Length > 1, "SVLever only supports one grabbing surface at a time.");
        Assert.IsFalse(grabbables.Length <= 0, "SVLever requires a grabble component on it, or a child object, to function.");
        grabbable = grabbables[0];

        startingEuler = this.transform.localEulerAngles;

        UpdateHingeJoint();
    }
 void Start()
 {
     grabbable = this.GetComponent <SVGrabbable>();
     input     = this.GetComponent <SVControllerInput>();
 }
 void Start()
 {
     slider    = GetComponent <SVSlider>();
     grabbable = GetComponent <SVGrabbable>();
 }