// Use this for initialization IEnumerator Start() { spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); updateUI = GameObject.Find("PlayerUI").GetComponent <UpdateUIRefrence>().updateUI; yield return(new WaitForSeconds(0.3f)); checkDistances(); }
// Use this for initialization void Start() { isServer = parent.GetComponent <AISetup>().isServer; spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); // This would cast rays only against colliders in layer 8. // But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask. layerMask = ~layerMask; frames = Random.Range(0, 12); StartCoroutine(Wait()); }
// Use this for initialization void Start() { muzzleMaterial = muzzleFlash.GetComponent <Renderer>().material; muzzleMaterial.SetFloat("Vector1_B173D9FB", 0); localiseTransform = GameObject.Find("Items").GetComponent <LocaliseTransform>(); spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); //AimSync = transform.Find("AimSync").gameObject; hinge = weapon.GetComponent <HingeJoint>(); hingeSpring = hinge.spring; }
// Use this for initialization IEnumerator Start() { bulletPositioner = GameObject.Find("Bullet Positioner"); aimShoot = GameObject.Find("Ragdoll").GetComponent <AimShoot>(); shoot = GameObject.Find("Weapon").GetComponent <Shoot>(); mass = transform.parent.parent.Find("Mass").gameObject; yield return(new WaitForEndOfFrame()); refrenceKeeper = GameObject.Find("Local").GetComponent <RefrenceKeeper>(); WeaponHand = refrenceKeeper.WeaponParent; yield return(new WaitForSeconds(0.3f)); spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); }
IEnumerator Start() { yield return(new WaitForEndOfFrame()); mouseFollow = GameObject.Find("MouseFollower"); Weapons = GameObject.Find("Items").GetComponent <SpawnWeapons>().Weapons; serverRefrenceKeeper = GameObject.Find("Server Refrences").GetComponent <ServerRefrenceKeeper>(); spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); localiseTransform = GameObject.Find("Items").GetComponent <LocaliseTransform>(); switchWeapon = GameObject.Find("Weapon").GetComponent <SwitchWeapon>(); shoot = GameObject.Find("Weapon").GetComponent <Shoot>(); //Get script Items = GameObject.Find("Items").transform; bulletPositioner = GameObject.Find("Bullet Positioner").transform; //Get the bullet positioner object //Wait because some of the next parts have not completed yet aimShoot = GameObject.Find("Ragdoll").GetComponent <AimShoot>(); //Get script refrenceKeeper = GameObject.Find("Local").GetComponent <RefrenceKeeper>(); refrenceKeeper.itemDistanceRefrences.Add(0); //Add a new space in the list for this item yield return(new WaitForEndOfFrame()); updateUI = refrenceKeeper.updateUI; WeaponHand = refrenceKeeper.WeaponParent; Player = GameObject.Find("Ragdoll").transform; if (isClient) { transform.parent = Items; WeaponModel = Instantiate( Weapons[WeaponIndex].WeaponItem.itemModel, transform.position, transform.rotation); WeaponModel.gameObject.layer = 11; for (int z = 0; z < WeaponModel.transform.childCount; z++) { WeaponModel.transform.GetChild(z).gameObject.layer = 11; } WeaponModel.transform.SetParent(transform); colliders = WeaponModel.transform.GetComponentsInChildren <MeshCollider>(); /*foreach (MeshCollider collider in colliders) * { * collider.convex = true; * }*/ renderers = WeaponModel.transform.GetComponentsInChildren <Renderer>(); foreach (Renderer renderer in renderers) { renderer.material = WeaponMat; } WeaponModel.transform.localPosition = Weapons[WeaponIndex].WeaponItem.spawnPosition; WeaponModel.transform.localEulerAngles = Weapons[WeaponIndex].WeaponItem.spawnRotation; WeaponModel.transform.localScale = Weapons[WeaponIndex].WeaponItem.spawnScale; } localiseTransform.setTransformItem(gameObject.transform.GetChild(0).gameObject, WeaponIndex); //Update global list of total items refrenceKeeper.itemCount++; NumberOfWeapons = serverRefrenceKeeper.numOfWeapons; individualCount = refrenceKeeper.itemCount; //Update private version of itemCount to add a private "id" so this script knows which part of the list is it's own entry; done = true; }
// Use this for initialization void Start() { spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); items = GameObject.Find("Items"); localiseTransform = GameObject.Find("Items").GetComponent <LocaliseTransform>(); }
// Use this for initialization IEnumerator Start() { yield return(new WaitForSeconds(0.3f)); spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); }
void Start() { spawnWeapons = GameObject.Find("Items").GetComponent <SpawnWeapons>(); }