Example #1
0
    private void OnTriggerStay(Collider hit)
    {
        bool LevelManagerUIActive = false;

        if (hit.gameObject.tag == "Player")
        {
            if (Input.GetKeyDown("e"))
            {
                UnityStandardAssets.Characters.FirstPerson.MouseLook FPC = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook;
                Debug.Log("e");
                if (LevelManagerUIActive == false)
                {
                    LevelManagerUIActive = true;
                    HintUI.SetActive(false);
                    MovementSwitch();
                    FPC.SetCursorLock(false);
                    LevelManagerUI.SetActive(true);
                    PlayerUI.SetActive(true);
                }
                else
                {
                    LevelManagerUIActive = false;
                    HintUI.SetActive(true);
                    FPC.SetCursorLock(true);
                    MovementSwitch();
                    LevelManagerUI.SetActive(false);
                    PlayerUI.SetActive(true);
                }
            }
        }
    }
Example #2
0
 private void Start()
 {
     //Made public static reference to use state machine access instead, assigning a reference is no longer needed.
     //theMachine = FindObjectOfType<TheMachine>();
     mLook    = FindObjectOfType <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook;
     rotators = Resources.FindObjectsOfTypeAll <GunRotation>();
     TurnRotatorsOff();
 }
Example #3
0
    // Use this for initialization
    void Start()
    {
        exludePlayerLevelMask = ~(1 << 10);

        m_Jumping   = false;
        myBody      = GetComponent <Rigidbody>();
        myCamera    = GameManager.Main.MainCamera;
        m_MouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook();
        m_MouseLook.Init(transform, GameManager.Main.MainCamera.transform);
    }
Example #4
0
 private void Start()
 {
     mouseLook = FPC.GetMouseLook();
 }
Example #5
0
 // Use this for initialization
 void Start()
 {
     FPC       = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>();
     mouseLook = FPC.GetMouseLook();
 }
Example #6
0
	// Use this for initialization
	void Start () {
        rb = GetComponent<Rigidbody>();
        cam = GetComponentInChildren<Camera>();
	    mouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook();
        mouseLook.Init(transform, cam.transform);
    }
 private void Start()
 {
     look             = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook;
     playerController = player.GetComponent <CharacterController>();
 }