private void Start()
 {
     playerMotor      = GameManager.Instance.PlayerMotor;
     levitateMotor    = GetComponent <LevitateMotor>();
     CanRun           = CanRunUnlessRiding;
     currentWalkSpeed = GetWalkSpeed(GameManager.Instance.PlayerEntity);
     currentRunSpeed  = GetRunSpeed();
 }
 void Start()
 {
     player          = GameManager.Instance.PlayerEntity;
     playerMotor     = GetComponent <PlayerMotor>();
     levitateMotor   = GetComponent <LevitateMotor>();
     controller      = GetComponent <CharacterController>();
     playerEnterExit = GetComponent <PlayerEnterExit>();
     acrobatMotor    = GetComponent <AcrobatMotor>();
 }
 void Start()
 {
     player          = GameManager.Instance.PlayerEntity;
     playerMotor     = GetComponent <PlayerMotor>();
     groundMotor     = GetComponent <PlayerGroundMotor>();
     levitateMotor   = GetComponent <LevitateMotor>();
     controller      = GetComponent <CharacterController>();
     playerEnterExit = GetComponent <PlayerEnterExit>();
     acrobatMotor    = GetComponent <AcrobatMotor>();
     speedChanger    = GetComponent <PlayerSpeedChanger>();
     stepDetector    = GetComponent <PlayerStepDetector>();
 }
 void Start()
 {
     player      = GameManager.Instance.PlayerEntity;
     playerMotor = GetComponent <PlayerMotor>();
     //groundMotor = GetComponent<PlayerGroundMotor>();
     levitateMotor   = GetComponent <LevitateMotor>();
     controller      = GetComponent <CharacterController>();
     playerEnterExit = GetComponent <PlayerEnterExit>();
     acrobatMotor    = GetComponent <AcrobatMotor>();
     speedChanger    = GetComponent <PlayerSpeedChanger>();
     rappelMotor     = GetComponent <RappelMotor>();
     //hangingMotor = GetComponent<HangingMotor>();
     moveScanner = GetComponent <PlayerMoveScanner>();
 }
Example #5
0
 private void Start()
 {
     //player = GameManager.Instance.PlayerEntity;
     playerMotor   = GetComponent <PlayerMotor>();
     acrobatMotor  = GetComponent <AcrobatMotor>();
     levitateMotor = GetComponent <LevitateMotor>();
     controller    = GetComponent <CharacterController>();
     speedChanger  = GetComponent <PlayerSpeedChanger>();
     groundMotor   = GetComponent <PlayerGroundMotor>();
     rappelMotor   = GetComponent <RappelMotor>();
     climbingMotor = GetComponent <ClimbingMotor>();
     scanner       = GetComponent <PlayerMoveScanner>();
     //camTransform = GameManager.Instance.MainCamera.transform;
 }
Example #6
0
        void Start()
        {
            controller    = GetComponent <CharacterController>();
            speedChanger  = GetComponent <PlayerSpeedChanger>();
            myTransform   = transform;
            speed         = speedChanger.GetBaseSpeed();
            jumpTimer     = antiBunnyHopFactor;
            climbingMotor = GetComponent <ClimbingMotor>();
            heightChanger = GetComponent <PlayerHeightChanger>();
            levitateMotor = GetComponent <LevitateMotor>();
            frictionMotor = GetComponent <FrictionMotor>();

            // Allow for resetting specific player state on new game or when game starts loading
            SaveLoadManager.OnStartLoad  += SaveLoadManager_OnStartLoad;
            StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame;
        }
        void Start()
        {
            controller    = GetComponent <CharacterController>();
            speedChanger  = GetComponent <PlayerSpeedChanger>();
            speed         = speedChanger.GetBaseSpeed();
            groundMotor   = GetComponent <PlayerGroundMotor>();
            climbingMotor = GetComponent <ClimbingMotor>();
            heightChanger = GetComponent <PlayerHeightChanger>();
            levitateMotor = GetComponent <LevitateMotor>();
            frictionMotor = GetComponent <FrictionMotor>();
            acrobatMotor  = GetComponent <AcrobatMotor>();

            // Allow for resetting specific player state on new game or when game starts loading
            SaveLoadManager.OnStartLoad  += SaveLoadManager_OnStartLoad;
            StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame;
        }
Example #8
0
        private void Start()
        {
            playerMotor          = GetComponent <PlayerMotor>();
            controller           = GetComponent <CharacterController>();
            headBobber           = GetComponent <HeadBobber>();
            mainCamera           = GameManager.Instance.MainCamera;
            levitateMotor        = GetComponent <LevitateMotor>();
            camSwimLevel         = controllerSwimHeight / 2f;
            camCrouchLevel       = controllerCrouchHeight / 2f;
            camStandLevel        = controllerStandHeight / 2f;
            camRideLevel         = controllerRideHeight / 2f - eyeHeight;
            camSwimToCrouchDist  = (controllerCrouchHeight - controllerSwimHeight) / 2f;
            camCrouchToStandDist = (controllerStandHeight - controllerCrouchHeight) / 2f;
            camStandToRideDist   = (controllerRideHeight - controllerStandHeight) / 2f;

            // Use event to set whether player is crouched on load
            SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad;
        }
 private void Start()
 {
     playerMotor   = GameManager.Instance.PlayerMotor;
     levitateMotor = GetComponent <LevitateMotor>();
     CanRun        = CanRunUnlessRiding;
 }
Example #10
0
 void Start()
 {
     playerMotor   = GetComponent <PlayerMotor>();
     levitateMotor = GetComponent <LevitateMotor>();
     controller    = GetComponent <CharacterController>();
 }
Example #11
0
 private void Start()
 {
     playerMotor   = GameManager.Instance.PlayerMotor;
     levitateMotor = GetComponent <LevitateMotor>();
 }
Example #12
0
 void Start()
 {
     // Wire event for when player enters a new location
     PlayerGPS.OnEnterLocationRect += PlayerGPS_OnEnterLocationRect;
     levitateMotor = GetComponent <LevitateMotor>();
 }