Example #1
0
    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;
    }