// Use this for initialization void Start() { crosshairManager = CrosshairManager.GetInstance(); //Debug.Log(crosshairManager.activeCrosshair); crosshair = crosshairManager.activeCrosshair.GetComponent <Crosshair>(); camProperties = FreeCameraLook.GetInstance(); camPivot = camProperties.transform.GetChild(0); camTrans = camPivot.GetChild(0); shakeCam = camPivot.GetComponentInChildren <ShakeCamera>(); states = GetComponent <StateManager>(); shotLayerMask = ~(1 << gameObject.layer | 1 << LayerMask.NameToLayer("Enclos") | 1 << LayerMask.NameToLayer("Wolf") | 1 << LayerMask.NameToLayer("Leurre") | 1 << LayerMask.NameToLayer("Trap") | 1 << LayerMask.NameToLayer("ignoreLayer")); shotLayerMask = shotLayerMask & ~(1 << LayerMask.NameToLayer("Default")); states.shotLayerMask = shotLayerMask; camLayerMask = ~(1 << gameObject.layer | 1 << LayerMask.NameToLayer("Terrain") | 1 << LayerMask.NameToLayer("Wolf") | 1 << LayerMask.NameToLayer("Leurre") | 1 << LayerMask.NameToLayer("Trap") | 1 << LayerMask.NameToLayer("ignoreLayer")); fenceCollision = false; gameObject.AddComponent <HandleMovement_Player>(); hMove = GetComponent <HandleMovement_Player>(); player = GetComponent <Player>(); states.isPlayer = true; states.Init(); hMove.Init(states, this); player.Init(); FixPlayerMeshes(); }
public void Init() { maxHealth = 100; actualHealth = maxHealth; respawnWait = new WaitForSeconds(respawnDelay); healTickWait = new WaitForSeconds(healTick); spawnPoint.position.Set(spawnPoint.position.x, 1.72f, spawnPoint.position.z); anim = GetComponent <Animator>(); states = GetComponent <TPC.StateManager>(); Alive = true; hMove = GetComponent <TPC.HandleMovement_Player>(); damageImage = damageGO.GetComponent <Image>(); recoverTimer = 0.0f; isHealing = false; temp = damageImage.color; }