public void Init(Transform character, Transform camera) { _currentXRot = camera.transform.localEulerAngles.x; _currentYRot = character.localEulerAngles.y; _rotationX = new SmoothRotation(_currentXRot); _rotationY = new SmoothRotation(_currentYRot); }
void Start() { _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); }
protected virtual void Awake() { rigidbody = gameObject.GetComponent <Rigidbody>(); // For now, we assume the set position and rotation is equal to the server one. // Default velocities are probably empty, but set them anyway. SmoothPosition = new SmoothVector(gameObject.transform.position); SmoothVelocity = new SmoothVector(rigidbody.velocity); SmoothRotation = new SmoothRotation(gameObject.transform.rotation); SmoothAngularVelocity = new SmoothVector(rigidbody.angularVelocity); }
private void Start() { groundCheckRadius = capsuleCollider.radius; rotationX = new SmoothRotation(zero); rotationY = new SmoothRotation(zero); velocityX = new SmoothVelocity(); velocityZ = new SmoothVelocity(); Cursor.visible = hided; Cursor.lockState = CursorLockMode.Locked; }
//MovementSetting LookSetting // Start is called before the first frame update void Start() { //armのポジションとローテーションをthisと同期? arms = AssignCharactersCamera(); //スタート時のマウス移動格納 _rotateX = new SmoothRotation(mouseX); _rotateY = new SmoothRotation(mouseY); _rigidbody = GetComponent <Rigidbody>(); LifeGuage = _Life.fillAmount; }
private void Start() { cam = GameObject.Find("Main Camera").transform; world = GameObject.Find("World").GetComponent <World>(); audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); audioSource.clip = walkingSound; audioSource.loop = true; _rotationX = new SmoothRotation(mouseHorizontal * lookSensitivity); _rotationY = new SmoothRotation(mouseHorizontal * lookSensitivity); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); }
// Start is called before the first frame update void Start() { _collider = GetComponent <CapsuleCollider>(); _rigidbody = GetComponent <Rigidbody>(); arm = AssignCharactersCamera(); _rotation_X = new SmoothRotation(Input.GetAxisRaw("Mouse X") * mouseSensitivity); _rotation_Y = new SmoothRotation(Input.GetAxisRaw("Mouse Y") * mouseSensitivity); _velocity_X = new SmoothVelocity(); _velocity_Z = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); //transform.rotation = transform.rotation * Quaternion.Euler(0, 30, 0); }
protected override void InvokeAction() { SmoothRotation smoothRotation = gameObject.AddComponent <SmoothRotation>(); if (closed) { smoothRotation.Setup(startRotation, endRotation, openingRotationSpeed); } else { smoothRotation.Setup(endRotation, startRotation, closingRotationSpeed); } closed = !closed; }
// Start is called before the first frame update void Start() { _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; //ValidateRotationRestriction(); }
private void DieByDefault(Vector3 direction, Boolean needToDestroy) { var smoothRotation = new SmoothRotation(gameObject) { Distance = -90, Direction = direction, Speed = 30f }; if (needToDestroy) { smoothRotation.AddPostAction(g => CmdDestroy(gameObject)); } StartCoroutine(smoothRotation.MakeItSmooth()); }
/// Initializes the FpsController on start. private void Start() { joyStick = GetComponentInChildren <JoyStick>(); _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); }
/// Initializes the FpsController on start. private void Start() { FlashLight = GameObject.Find("FlashLight"); _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; ValidateRotationRestriction(); }
/// Initializes the FpsController on start. private void Start() { standColliderSettings = new CrouchColliderSettings(capsuleCollider.height, capsuleCollider.center); //localArmsPosStand = crouchHolder.localPosition; _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); }
/// Initializes the FpsController on start. private void Start() { slide = sensSlider.GetComponent <UnityEngine.UI.Slider>(); pauseMenu = GameObject.Find("Tutorial").GetComponent <PauseMenu>(); _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); ValidateRotationRestriction(); }
/// Initializes the FpsController on start. private void Awake() { _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); standartHeight = _collider.height; standartColliderPosition = _collider.center; tfFirstWeapon = firstWeapon.transform; tfSecondaryWeapon = secondaryWeapon.transform; }
internal void Rotate(int direction) { Quaternion startRotation = transform.localRotation; Vector3 eulerRotation = new Vector3(0, 0, 36 * direction); Quaternion endRotation = Quaternion.Euler(startRotation.eulerAngles + eulerRotation); SmoothRotation smoothRotation = gameObject.AddComponent <SmoothRotation>(); smoothRotation.Setup(startRotation, endRotation, rotationSpeed, methodToCallOnRotationFinished); value -= direction; // There is minus, because rotating left increases the value if (value == -1) { value = 9; } if (value == 10) { value = 0; } }
private void Start() { if (entity.IsOwner) { NM.myPlayer = this.entity; } state.nickname = TitleLobbyManager.TLM.myNickname; _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); }
/// Initializes the FpsController on start. private void Start() { _rigidbody = GetComponent <Rigidbody>(); _rigidbody.constraints = RigidbodyConstraints.FreezeRotation; _collider = GetComponent <CapsuleCollider>(); _audioSource = GetComponent <AudioSource>(); arms = AssignCharactersCamera(); _audioSource.clip = walkingSound; _audioSource.loop = true; _rotationX = new SmoothRotation(RotationXRaw); _rotationY = new SmoothRotation(RotationYRaw); _velocityX = new SmoothVelocity(); _velocityZ = new SmoothVelocity(); Cursor.lockState = CursorLockMode.Locked; ValidateRotationRestriction(); //AÑADIDO POR MONCHE ComArduino comArdu = GameObject.Find("Com").GetComponent <ComArduino>(); imu_origin.x = comArdu.imu_x; imu_origin.y = 0f; imu_origin.z = comArdu.imu_y; }
private void Awake() { position = new SmoothPosition(this); rotation = new SmoothRotation(this); }