public void Awake() { if (HackDisableShadowsObjects == null) { HackDisableShadowsObjects = new GameObject[0]; } QueuedScreenRecoils = new Delayer <Vector3>(); CosmeticSpring = new ThrottledRotationalSpring(Quaternion.identity); CosmeticSpring.Damping = 0.0000001f; CosmeticSpring.Strength = 900f; CosmeticSpring.ImpulseQueueLimit = 1; Relay.Instance.OptionsMenu.OnFOVOptionChanged += ReceiveFOVChanged; BaseFieldOfView = Relay.Instance.OptionsMenu.FOVOptionValue; Relay.Instance.OptionsMenu.OnExteriorViewOptionChanged += ReceiveExteriorViewOptionChanged; // Used for view bob and jump/landing etc YSpring = new ScalarSpring(0f); YSpring.Strength = 800f; YSpring.Damping = 0.000000000001f; ViewBobSpring = new RotationalSpring(Quaternion.identity); ViewBobSpring.Strength = 500f; ViewBobSpring.Damping = 0.0000001f; }
public void Awake() { bulletsLeft = BurstCount; playerCamera = GetComponentInChildren <CameraScript>(); weaponIndicator = Camera.main.GetComponent <WeaponIndicatorScript>(); targets = weaponIndicator.Targets; playerScript = GetComponent <PlayerScript>(); GunRecoilThrotter = new Throttler <float>(); GunRecoilThrotter.MinimumTimeBetweenItems = 0.09f; GunRecoilSpring = new ScalarSpring(0f); GunRecoilSpring.Strength = 2000f; GunRecoilSpring.Damping = 0.00000000001f; ReloaderSpring = new ScalarSpring(0f); ReloaderSpring.Strength = 200f; ReloaderSpring.Damping = 0.00000001f; ReloaderDelayer = new Delayer <float>(); ReloaderDelayer.DelayTime = 0.25f; }
public void Awake() { if (HackDisableShadowsObjects == null) HackDisableShadowsObjects = new GameObject[0]; QueuedScreenRecoils = new Delayer<Vector3>(); CosmeticSpring = new ThrottledRotationalSpring(Quaternion.identity); CosmeticSpring.Damping = 0.0000001f; CosmeticSpring.Strength = 900f; CosmeticSpring.ImpulseQueueLimit = 1; Relay.Instance.OptionsMenu.OnFOVOptionChanged += ReceiveFOVChanged; BaseFieldOfView = Relay.Instance.OptionsMenu.FOVOptionValue; Relay.Instance.OptionsMenu.OnExteriorViewOptionChanged += ReceiveExteriorViewOptionChanged; // Used for view bob and jump/landing etc YSpring = new ScalarSpring(0f); YSpring.Strength = 800f; YSpring.Damping = 0.000000000001f; ViewBobSpring = new RotationalSpring(Quaternion.identity); ViewBobSpring.Strength = 500f; ViewBobSpring.Damping = 0.0000001f; }
public void Awake() { bulletsLeft = BurstCount; playerCamera = GetComponentInChildren<CameraScript>(); weaponIndicator = Camera.main.GetComponent<WeaponIndicatorScript>(); targets = weaponIndicator.Targets; playerScript = GetComponent<PlayerScript>(); GunRecoilThrotter = new Throttler<float>(); GunRecoilThrotter.MinimumTimeBetweenItems = 0.09f; GunRecoilSpring = new ScalarSpring(0f); GunRecoilSpring.Strength = 2000f; GunRecoilSpring.Damping = 0.00000000001f; ReloaderSpring = new ScalarSpring(0f); ReloaderSpring.Strength = 200f; ReloaderSpring.Damping = 0.00000001f; ReloaderDelayer = new Delayer<float>(); ReloaderDelayer.DelayTime = 0.25f; }