//On awake sets the values of the variables to point to the right objects. protected virtual void Awake() { Player = GameObject.FindObjectOfType(typeof(vp_FPPlayerEventHandler)) as vp_FPPlayerEventHandler; cross = GameObject.FindObjectOfType(typeof(vp_SimpleCrosshair)) as vp_SimpleCrosshair; Gun = GameObject.FindObjectOfType(typeof(vp_FPWeapon)) as vp_FPWeapon; camera = GameObject.FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera; myCam=camera.GetComponent<Camera>(); BaseFOV=camera.RenderingFieldOfView;//Replaces the value of BaseFOV to whatever the actual Base FOV is. BaseShake=camera.ShakeSpeed;//Does the same to the base shake value. }
// Use this for initialization void Start() { /* Regular First Person Controller stuff */ //playerML = GameObject.FindGameObjectWithTag("Player").GetComponent<MouseLook>(); //cameraML = Camera.main.GetComponent<MouseLook>(); /* For Hero character controller */ //playerML = GameObject.FindGameObjectWithTag("Player").GetComponent<vp_FPInput>(); //crosshair = GameObject.FindGameObjectWithTag("Player").GetComponent<vp_SimpleCrosshair>(); playerML = player.GetComponent <vp_FPInput>(); crosshair = player.GetComponent <vp_SimpleCrosshair>(); oldVec = playerML.GetMouseLookSensitivity(); PauseGUI.SetActive(false); crosshair.SetPaused(false); newVec = new Vector2(0.0f, 0.0f); }