/// <summary> /// re-caches all of the standard UFPS local player components /// </summary> private static void RefreshPlayerComponents() { m_FPCamera = null; m_FPController = null; m_FPInput = null; m_FPDamageHandler = null; m_FPWeaponHandler = null; m_Inventory = null; m_Respawner = null; m_FPBodyAnimator = null; m_RagdollHandler = null; m_FootFXHandler = null; if (m_FPEventHandler == null) { return; } m_FPCamera = m_FPEventHandler.GetComponentInChildren <vp_FPCamera>(); m_FPController = m_FPEventHandler.GetComponentInChildren <vp_FPController>(); m_FPInput = m_FPEventHandler.GetComponentInChildren <vp_FPInput>(); m_FPDamageHandler = m_FPEventHandler.GetComponentInChildren <vp_FPPlayerDamageHandler>(); m_FPWeaponHandler = m_FPEventHandler.GetComponentInChildren <vp_FPWeaponHandler>(); m_Inventory = m_FPEventHandler.GetComponentInChildren <vp_PlayerInventory>(); m_Respawner = m_FPEventHandler.GetComponentInChildren <vp_PlayerRespawner>(); m_FPBodyAnimator = m_FPEventHandler.GetComponentInChildren <vp_FPBodyAnimator>(); m_RagdollHandler = m_FPEventHandler.GetComponentInChildren <vp_RagdollHandler>(); m_FootFXHandler = m_FPEventHandler.GetComponentInChildren <vp_PlayerFootFXHandler>(); }
// Use this for initialization void Awake() { if (transformVariable == null) { return; } if (!transformVariable.loaded) { transformVariable.OnAfterDeserialize(); } if (saveObject != null) { saveObject.LoadData(); } if (spawnPoint == null) { transform.position = transformVariable.RuntimePosition; transform.Rotate(transformVariable.RuntimeRotation); transform.localScale = transformVariable.RuntimeScale; } else { spawnPoint.transform.position = transformVariable.RuntimePosition; spawnPoint.transform.Rotate(transformVariable.RuntimeRotation); spawnPoint.transform.localScale = transformVariable.RuntimeScale; vp_PlayerRespawner playerRespawn = GetComponent <vp_PlayerRespawner>(); //playerRespawn.Respawn(); } loaded = true; }