Example #1
0
 protected virtual void AwakePlayerInteraction()
 {
     // Get the player interaction.
     if (player)
     {
         playerInteraction = player.GetComponent <GoldPlayerInteraction>();
     }
     else if (autoFindPlayer)
     {
         playerInteraction = FindObjectOfType <GoldPlayerInteraction>();
     }
 }
Example #2
0
        /// <summary>
        /// Sets the player and finds all required components.
        /// </summary>
        private void SetPlayer(GoldPlayerController player)
        {
#if !GOLD_PLAYER_DISABLE_INTERACTION
            // Only get the interaction if the previous set player isn't the new player.
            if (player != null && this.player != player)
            {
                playerInteraction = player.GetComponent <GoldPlayerInteraction>();
            }
#endif
            // Set the player.
            this.player = player;
        }
        private void Reset()
        {
            GoldPlayerController gp = GetComponent <GoldPlayerController>();

#if !GOLD_PLAYER_DISABLE_INTERACTION
            GoldPlayerInteraction gi = GetComponent <GoldPlayerInteraction>();
#endif

            // If the player controller exists, add the input action name from there, otherwise just make it generic.
            actions = new InputSystemItem[]
            {
                new InputSystemItem(gp != null ? gp.Camera.LookInput : "Look", null),
                new InputSystemItem(gp != null ? gp.Movement.MoveInput : "Move", null),
                new InputSystemItem(gp != null ? gp.Movement.JumpInput : "Jump", null),
                new InputSystemItem(gp != null ? gp.Movement.RunInput : "Run", null),
                new InputSystemItem(gp != null ? gp.Movement.CrouchInput : "Crouch", null),
#if !GOLD_PLAYER_DISABLE_INTERACTION
                new InputSystemItem(gi != null ? gi.InteractInput : "Interact", null)
#endif
            };
        }