void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); playerTransform = GameManager_References._player.transform; findWeaponCamera(playerTransform); setCameraOnDynamicCrosshairCanvas(); setPlaneDistanceOnDynamicCrosshairCanvas(); }
void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); if (GetComponent <Animator>() != null) { myAnimator = GetComponent <Animator>(); } }
//void Update() //{ // if (Time.timeScale == 0) // resetGun(); //} void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); //gameManagerMasterScript = GameManager_References._player.GetComponent<GameManager_Master>(); if (GetComponent <ItemManager_Master>() != null) { itemManagerMasterScript = GetComponent <ItemManager_Master>(); } }
void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); if (GetComponent <Animator>() != null) { myAnimator = GetComponent <Animator>(); } if (GameManager_References._player != null) { playerManagerMasterScript = GameManager_References._player.GetComponent <PlayerManager_Master>(); myAmmoBox = GameManager_References._player.GetComponent <PlayerManager_AmmoBox>(); } }
void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); }
void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); myTransform = transform; gunManagerMasterScript.isGunLoaded = true; //Enables player to shoot right away }
void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); gunStdInput = GetComponent <GunManager_StandardInput>(); updateFireModeUI(); }
void initiate() { gunManagerMasterScript = GetComponent <GunManager_Master>(); myTransform = transform; }