private void Start() { thisCamera = Camera.main; //CameraClipPlanePoint(thisCamera.nearClipPlane); player = Character.GetComponent <Player_Movement>(); transform.localPosition = offset.idle; CameraTransform.localPosition = transform.localPosition; offset.mirrorAiming = new Vector3(-offset.Aiming.x, offset.Aiming.y, offset.Aiming.z); collisionLayer = LayerMask.GetMask("Wall") + LayerMask.GetMask("Map"); }
private void Start() { //Cursor.lockState = CursorLockMode.Locked; //Cursor.visible = false; playermovement = Character.GetComponent <Player_Movement>(); footPlacement = Character.GetComponent <HumanoidVerticalLegPlacement>(); characterIK = Character.GetComponent <Player_IK>(); weaponManager = Character.GetComponent <Player_WeaponAnimation>(); }
void Start() { transform.position = CameraPivot.localPosition; Vector3 rot = transform.localRotation.eulerAngles; rotY = rot.y; rotX = rot.x; //Cursor.lockState = CursorLockMode.Locked; //Cursor.visible = false; originalVec = CameraPivot.localPosition; playerMovement = Character.GetComponent <Player_Movement>(); }
// Unity's Methods //--------- // Use this for initialization void Start() { m_MovementController = GetComponent <Player_Movement>(); // Set mutations m_AllowPlayerMovement = false; m_AllowPLayerLook = true; m_AllowPlayerAttack = false; m_Duration = 1f; // debug value, load this using a settings mechanic later (.4 seems about right, maybe even .3 ) m_Speed = 20f; m_SpeedFallof = 1f; // add the knockback particle effect m_particleEffectObject = (GameObject)Instantiate(Resources.Load(m_particleEffectName), transform.position + Vector3.up * .3f, transform.rotation); m_particleEffectObject.transform.parent = this.transform; }
// Unity's Methods //--------- // Use this for initialization void Start() { m_MovementController = GetComponent<Player_Movement>(); // Set mutations m_AllowPlayerMovement = false; m_AllowPLayerLook = true; m_AllowPlayerAttack = false; m_Duration = 1f; // debug value, load this using a settings mechanic later (.4 seems about right, maybe even .3 ) m_Speed = 20f; m_SpeedFallof = 1f; // add the knockback particle effect m_particleEffectObject = (GameObject) Instantiate( Resources.Load(m_particleEffectName) , transform.position + Vector3.up * .3f , transform.rotation ); m_particleEffectObject.transform.parent = this.transform; }
private void Start() { anim = GetComponent <Animator>(); state = GetComponent <Player_Movement>(); shoulder = anim.GetBoneTransform(HumanBodyBones.RightUpperArm).transform; aimPivot = new GameObject().transform; aimPivot.name = "aim_pivot"; aimPivot.transform.parent = transform; r_Hand = new GameObject().transform; r_Hand.name = "right_hand"; r_Hand.transform.parent = aimPivot; l_Hand = new GameObject().transform; l_Hand.name = "left_hand"; l_Hand.transform.parent = aimPivot; Main_Weapon_Setting(); Sub_Weapon_Setting(); Third_Weapon_Setting(); Right_hand_setting(); }
// Use this for initialization void Start() { m_playerMovement = GetComponentInParent<Player_Movement>(); m_particleSystem = GetComponent<ParticleSystem>(); }
private void Start() { playermovement = GetComponent <Player_Movement>(); allyController = GetComponent <AllyController>(); weaponManager = GetComponent <WeaponManager>(); originMainPose = weaponManager.m_MainWeaponObject.transform.localPosition; originMainRot = weaponManager.m_MainWeaponObject.transform.localRotation.eulerAngles; originSubPose = weaponManager.m_SubWeaponObject.transform.localPosition; originSubRot = weaponManager.m_SubWeaponObject.transform.localRotation.eulerAngles; if (playermovement != null) { switch (playermovement.p_Wstate) { case WEAPON_STATE.MAIN_WEAPON: weaponManager.m_SubWeaponObject.transform.SetParent(Pose_SubWeapon.transform); weaponManager.m_SubWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_SubWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); break; case WEAPON_STATE.SUB_WEAPON: weaponManager.m_MainWeaponObject.transform.SetParent(Pose_MainWeapon.transform); weaponManager.m_MainWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_MainWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); break; } } else if (allyController != null) { if (allyController.weaponType == WeaponType.MainWeapon) { weaponManager.m_SubWeaponObject.transform.SetParent(Pose_SubWeapon.transform); weaponManager.m_SubWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_SubWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); } else { weaponManager.m_MainWeaponObject.transform.SetParent(Pose_MainWeapon.transform); weaponManager.m_MainWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_MainWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); } } //weaponManager.m_MainWeaponObject.SetActive(true); //weaponManager.m_SubWeaponObject.SetActive(true); Bomb = Resources.Load("Character/Skill/Bomb") as GameObject; int count; if (weaponManager.m_MainWeapon == "006" || weaponManager.m_MainWeapon == "008") { count = weaponManager.m_MainWeaponObject.transform.childCount - 2; main_Mag = weaponManager.m_MainWeaponObject.transform.GetChild(count).gameObject; } else { count = weaponManager.m_MainWeaponObject.transform.childCount - 1; main_Mag = weaponManager.m_MainWeaponObject.transform.GetChild(count).gameObject; } count = weaponManager.m_SubWeaponObject.transform.childCount - 1; sub_Mag = weaponManager.m_SubWeaponObject.transform.GetChild(count).gameObject; SettingMag(); }
// Use this for initialization void Start() { m_playerMovement = GetComponentInParent <Player_Movement>(); m_particleSystem = GetComponent <ParticleSystem>(); }