void Start() { _t = transform; _animator = GetComponent<Animator>(); _controller = GetComponent<CharacterController>(); _rigidbody = GetComponent<Rigidbody>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); anim = GetComponent<Animator>(); charControl = GetComponent<CharacterController>(); }
// Use this for initialization void Start() { charCtrl = GetComponent<CharacterController> (); enemy = transform; GameObject go = GameObject.FindWithTag ( "Gracz"); player = go.transform; }
void Awake() { inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>(); controller = gameObject.GetComponent("CharacterController") as CharacterController; animator = GetComponent<Animator>(); canAttack = true; }
void Start() { GameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<gameManager>(); playerOne = GameObject.FindGameObjectWithTag("Player 1").GetComponent<CharacterController>(); playerTwo = GameObject.FindGameObjectWithTag("Player 2").GetComponent<CharacterController>(); }
// Update is called once per frame void Update () { if(Vector3.Distance(transform.position,player.position)<10){ sighted = true; target = player.position; Debug.Log(sighted); } float distA = Vector3.Distance(transform.position,pointA.position); float distB = Vector3.Distance(transform.position,pointB.position); if(distA<2){ atA = true; atB = false; target = pointB.position; } if(distB<2){ atB = true; atA = false; target = pointA.position; } if(Time.time > curTime+waitTime){ seeker = GetComponent<Seeker>(); seeker.StartPath(transform.position,target,OnPathComplete); charctlr = GetComponent<CharacterController>(); curTime = Time.time; } }
// Use this for initialization void Start() { dl0=GameObject.Find("dl0").transform; dm1=GameObject.Find("dm1").transform; dr2=GameObject.Find("dr2").transform; ml3=GameObject.Find("ml3").transform; mm4=GameObject.Find("mm4").transform; mr5=GameObject.Find("mr5").transform; ul6=GameObject.Find("ul6").transform; um7=GameObject.Find("um7").transform; ur8=GameObject.Find("ur8").transform; points.Add(dl0); points.Add(dm1); points.Add(dr2); points.Add(ml3); points.Add(mm4); points.Add(mr5); points.Add(ul6); points.Add(um7); points.Add(ur8); cc=GetComponent<CharacterController>(); nma=GetComponent<NavMeshAgent>(); target=mr5.position; }
// ============================================================================= // ============================================================================= // METHODS UNITY --------------------------------------------------------------- void Awake() { Config = GameObject.FindWithTag( "Config" ).GetComponent<Config>(); Trans = transform; CC = gameObject.GetComponent<CharacterController>(); }
void Awake() { fpsi=(FPSInputController)FindObjectOfType(typeof(FPSInputController)); cc=(CharacterController)FindObjectOfType(typeof(CharacterController)); ml=(MouseLook)FindObjectOfType(typeof(MouseLook)); pc = (PlayerClicker)FindObjectOfType(typeof(PlayerClicker)); }
void Start() { characterController = GetComponent<CharacterController>(); characterParticles = GameObject.Find("Player/Flute Radius").GetComponent<ParticleSystem>(); fluteCall1 = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/flute1"); fluteCall2 = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/flute2"); }
// Use this for initialization void Start () { controller = GetComponent<CharacterController>(); // Animation. animator = GetComponent<Animator>(); animator.Play("Idle"); }
// Use this for initialization void Start () { _animator = GetComponent<Animator>(); _charCtrl = GetComponent<CharacterController>(); m_AudioSource = GetComponent<AudioSource>(); currTexture = myBody.GetComponent<SkinnedMeshRenderer> ().material.mainTexture; }
// Constants // Use this for initialization void Start () { // Set up the character controller and movement m_npcController = GetComponentInParent<CharacterController>(); m_finalMovement = Vector3.zero; behaviour = NpcBehaviour.Linear ; }
// Use this for initialization void Start() { Cursor.visible = false; // temporarily set to true for testing eyes = this.transform.Find("Eyes").gameObject; body = this.transform.Find("geckstronautAnimatedWithGun").gameObject; startPosition = this.transform.position; // this will be the place the player responds to each time he dies eyesStartPos = eyes.transform.position; bodyStartPos = body.transform.position; startRot = this.transform.rotation; eyesStartRot = eyes.transform.rotation; bodyStartRot = body.transform.rotation; characterController = GetComponent<CharacterController>(); firstPersonCamera = this.GetComponentInChildren<Camera>(); geckAnimator = this.transform.Find("geckstronautAnimatedWithGun").GetComponent<Animator>(); geckAnimator.SetBool("HasGun", false); geckAnimator.SetBool("Idle", false); geckAnimator.SetBool("Walking", false); geckAnimator.SetBool("Running", false); geckAnimator.SetBool("Shooting", false); manager = GameObject.FindGameObjectWithTag("GameController"); mouseSensitivity = PlayerPrefs.GetFloat ("Mouse Sensitivity"); //manager.GetComponent<GameManagerScript>().mouseSensitivity; // get mouse sensitivity from GameController object //if (isLocalPlayer) { // this.GetComponentInChildren<Camera>().enabled = true; // this.GetComponentInChildren<AudioListener>().enabled = true; //} }
void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Animator = GetComponent<Animator>(); m_PhotonView = GetComponent<PhotonView>(); m_TransformView = GetComponent<PhotonTransformView>(); }
public void Start() { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); //Start a new path to the targetPosition, return the result to the OnPathComplete function seeker.StartPath(transform.position, targetPosition, OnPathComplete); }
void Start() { // initialize characterController = GetComponent<CharacterController> (); topPlayerAnimator = topCharacter.GetComponent<Animator> (); bottomPlayerAnimator = bottomCharacter.GetComponent<Animator> (); if (playerNumber == 1) { playerKeys = new List<KeyCode> (new KeyCode[] { KeyCode.W, KeyCode.A, KeyCode.S, KeyCode.D, KeyCode.T }); } else { playerKeys = new List<KeyCode> (new KeyCode[] { KeyCode.UpArrow, KeyCode.LeftArrow, KeyCode.DownArrow, KeyCode.RightArrow, KeyCode.Slash }); } currentDashTime = maxDashTime; }
// Use this for initialization void Start() { controller = gameObject.transform.root.GetComponent<CharacterController>(); motor = gameObject.transform.root.GetComponent<CharacterMotor>(); inventory = gameObject.transform.root.GetComponent<Inventory>(); vitals = gameObject.transform.root.GetComponent<PlayerVitals>(); }
// Update is called once per frame void Update() { //rotateLeftRight = Input.GetAxis ("Rotate"); forward = Input.GetAxis ("Vertical") * moveSpeed; LRward = Input.GetAxis ("Horizontal") * moveSpeed; mouseLR = Input.GetAxis ("Mouse X") * mouseSensitivity; mouseUD = Input.GetAxis ("Mouse Y") * mouseSensitivity; characterController = GetComponent<CharacterController>(); if( verticalVelocity > -1 ) verticalVelocity += Physics.gravity.y * Time.deltaTime / 0.8f; Debug.Log (verticalVelocity); if ( Input.GetButtonDown("Jump") && characterController.isGrounded) { Debug.Log("jump!"); verticalVelocity = jumpSpeed; } desiredUpDown -= mouseUD; desiredLeftRight -= mouseLR; desiredUpDown = Mathf.Clamp (desiredUpDown, -60f, 60f); Camera.main.transform.rotation = Quaternion.Euler (desiredUpDown, -desiredLeftRight , 0); transform.rotation = Quaternion.Euler (0, -desiredLeftRight , 0); //transform.Rotate (0,mouseLR,0); Vector3 speed = new Vector3 (LRward, verticalVelocity, forward); //go forward speed = transform.TransformDirection(speed); Debug.Log ("Speed:" + speed); characterController.Move (speed); }
void Start() { _cc = GetComponent<CharacterController> (); arrivalNumber = 0; randomStartSpeed = Random.Range (5, 10); cruisingSpeed = randomStartSpeed; }
void Awake() { gc = GameObject.FindWithTag("GameController").GetComponent<GameController>(); cc = GetComponent<CharacterController>(); move = new Vector3(); }
void Awake() { yaw = transform.localEulerAngles.y; // get a reference to the Character Controller characterController = GetComponent<CharacterController>(); }
void Start() { state = new ClientWiiState(); playerCam = transform.FindChild("Main Camera"); controller = GetComponent<CharacterController>(); bJump = true; }
//Update is called once per frame void FixedUpdate() { //Defines how player movement works controller = GetComponent<CharacterController>(); movement.x = 0; if(Input.GetKey(moveLeft)) movement.x = -moveSpeed; else if(Input.GetKey(moveRight)) movement.x = moveSpeed; if(controller.isGrounded){ vertSpeed = 0.0f; if(Input.GetKey(moveJump)){ vertSpeed = jumpSpeed; } } vertSpeed -= gravity*Time.deltaTime; movement.y = vertSpeed; controller.Move(movement * Time.deltaTime); //End player movement }
void Start(){ player = GameObject.FindGameObjectWithTag ("Player").transform; playerAtkAndDamge = player.GetComponent<PlayerATKAndDamage> (); cc = this.GetComponent<CharacterController> (); animator = this.GetComponent<Animator> (); attackTimer = attackTime; }
public override void OnInitializeEntity () { cc = GetComponent<CharacterController>(); transform.parent = this.parentMap.transform; bound_z_position = eTransform.localPosition.z; RecalculateJumpDistance(); OnBlockEntry(x,y,z); jumpHeight_Blocks = (int)((float)jumpHeight / parentMap.tileScale.y); //We'll randomise our starting direction if we have chosen to if(randomiseStartingDirection){ currentDirection = UnityEngine.Random.Range(0,2); if(currentDirection == 0){ currentDirection = -1; } } else{ currentDirection = startingDirection; //If something odd has been put in, I will just disregard and randomise if(currentDirection == 0 || currentDirection > 1 || currentDirection < -1){ currentDirection = UnityEngine.Random.Range(0,2); if(currentDirection == 0){ currentDirection = -1; } } } }
public void Start() { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); FindTarget(); StartCoroutine(GetNewPath()); }
// Use this for initialization protected virtual void Start() { SetInitialProperties(); characterController = GetComponent<CharacterController>(); control = GetComponent<Controller>(); motor = GetComponent<CharacterMotor>(); }
// Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); // Get the controller to player map from the MultiSceneVariablesScripts ControllerID = -1; int player = PlayerID; MultiSceneVariablesScript script = GameObject.Find( "MultiSceneVariables" ).GetComponent<MultiSceneVariablesScript>(); { int playeriter = 0; foreach ( int playercon in script.PlayerToController.ToArray() ) { if ( ( player - 1 ) == playeriter ) { ControllerID = playercon; break; } playeriter++; } } // Disable unused players if ( ControllerID == -1 ) { gameObject.SetActive( false ); enabled = false; } }
void Reset() { characterController = GetComponentInChildren<CharacterController>(); navMeshAgent = GetComponentInChildren<NavMeshAgent>(); joystickNavigationController = GetComponent<JoystickNavigationController>(); camera = GetComponentInChildren<Camera>().gameObject; }
void Start() { controller = (CharacterController)GetComponent(typeof(CharacterController)); }
private void Start() { animator = GetComponent <Animator>(); controller = GetComponent <CharacterController>(); }
// Use this for initialization void Start() { controller = GetComponent <CharacterController>(); velocity = new Vector3(0, 0, 0); }
// Start is called before the first frame update void Start() { controller = GetComponent <CharacterController>(); m_Animator = GetComponent <Animator>(); }
// Use this for initialization void Start() { jimmy = GetComponent <CharacterController> (); }
//Bruh Moment void Start() { //Grabs the character controller attatched to the object controller = GetComponent <CharacterController>(); }
void Start() { healthNumer.text = health.ToString(); controller = GetComponent <CharacterController>(); }
private void Awake() { controller = GetComponent <CharacterController>(); }
// Use this for initialization void Start() { lAnalogDirection.y = rAnalogDirection.y = 0f; controlador = GetComponent <CharacterController>(); }
private void OnEnable() { _mainCameraTransform = Camera.main.GetComponent <Transform>(); _characterController = GetComponent <CharacterController>(); _transform = GetComponent <Transform>(); }
void Start() { controller = GetComponent <CharacterController>(); _audio = GetComponent <AudioSource>(); }
private void Start() { moveSpeed = normalSpeed; controller = GetComponent <CharacterController>(); StartCoroutine(Move()); }
void Start() { charController = GetComponent <CharacterController>(); Cursor.lockState = CursorLockMode.Locked; }
public ObiCapsuleShapeTracker(CharacterController collider) { this.collider = collider; adaptor.is2D = false; oniShape = Oni.CreateShape(Oni.ShapeType.Capsule); }
// Start is called before the first frame update void Start() { characterController = GetComponent <CharacterController>(); playerController = GetComponent <PlayerController>(); }
void Start() { highscoreText.text = "Highscore: " + (int)PlayerPrefs.GetFloat("Highscore"); controller = GetComponent <CharacterController>(); }
private void Start() { speed = originalSpeed; controller = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); }
void Start() { _charactorController = this.GetComponent <CharacterController>(); }
void Awake() { _controller = GetComponent <CharacterController>(); _transform = GetComponent <Transform>(); _initialYRotation = _transform.rotation.eulerAngles.y; }
void Awake() { characterController = GetComponent <CharacterController> (); //Invoke ("StartMove", 1f); }
void Awake() { characterController = GetComponent <CharacterController>(); sword = GetComponentInChildren <Sword>(); }
private void Start() { controller = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); camera = Camera.main; }
protected override void Awake() { base.Awake(); cont = GetComponent <CharacterController>(); enemy = GetComponent <Enemy>(); }
private bool isDucking = false; // is ducking void Start() { controller = GetComponent <CharacterController>(); status = GetComponent <PlayerStatus>(); }
// Use this for initialization void Start() { controller = GetComponent <CharacterController>(); }
//private Rigidbody rB; void Start() { //rB = GetComponent<Rigidbody>(); _characterController = GetComponent <CharacterController>(); }
PlayerState m_State; // プレイヤーの状態 // Use this for initialization void Start() { m_Controller = GetComponent <CharacterController>(); m_State = PlayerState.Normal; }
// Use this for initialization void Start() { //Anim = gameObject.GetComponentInChildren<Animator>(); Controller = GetComponent <CharacterController>(); }
// Start is called before the first frame update void Start() { cc = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); }
public void Move(CharacterController controller) { newLoc.x = Input.GetAxis("Horizontal") * Time.deltaTime; controller.Move(newLoc); }