public ClientMPPlayer(MasterRenderer renderer, World world, Camera camera, Vector3 position, Team team) : base(renderer, world, camera, position, team) { this.camera = camera; camfx = new CameraFX(this, camera); // Setup ClientInput Snapshot AOSClient client = AOSClient.Instance; SnapshotNetComponent snc = client.GetComponent <SnapshotNetComponent>(); SnapshotSystem ss = snc.SnapshotSystem; ClientSnapshot = new ClientPlayerSnapshot(ss, client.ServerConnection); Camera.Active.FOV = Camera.Active.DefaultFOV; Camera.Active.FPSMouseSensitivity = Camera.Active.DefaultFPSMouseSensitivity; Camera.Active.ArcBallMouseSensitivity = Camera.Active.DefaultArcBallMouseSensitivity; CreateStarterBackpack(); AudioBuffer hitAudioBuffer = AssetManager.LoadSound("Impacts/hit-player-local.wav"); if (hitAudioBuffer != null) { hitAudioSource = new AudioSource(hitAudioBuffer); hitAudioSource.IsSourceRelative = true; hitAudioSource.Gain = 0.2f; } AudioBuffer flashlightAudioBuffer = AssetManager.LoadSound("Player/flashlight.wav"); if (flashlightAudioBuffer != null) { flashlightAudioSource = new AudioSource(flashlightAudioBuffer); flashlightAudioSource.IsSourceRelative = true; flashlightAudioSource.Gain = 0.2f; } AudioBuffer jumpAudioBuffer = AssetManager.LoadSound("Player/jump.wav"); if (jumpAudioBuffer != null) { jumpAudioSource = new AudioSource(jumpAudioBuffer); jumpAudioSource.IsSourceRelative = true; jumpAudioSource.Gain = 0.2f; } AudioBuffer landAudioBuffer = AssetManager.LoadSound("Player/land.wav"); if (landAudioBuffer != null) { landAudioSource = new AudioSource(landAudioBuffer); landAudioSource.IsSourceRelative = true; landAudioSource.Gain = 0.2f; } walkingAudioSource = new CyclicAudioSource("Player/footstep.wav", 8, 0f); runningAudioSource = new CyclicAudioSource("Player/run.wav", 12, 0f); }
public ReplicatedPlayer(MasterRenderer renderer, World world, SimpleCamera camera, Vector3 position, Team team) : base(renderer, world, camera, position, team) { this.camera = camera; interpPos = new Vector3Anim(); interpPos.SnapTo(position); yawAnim = new FloatAnim(); pitchAnim = new FloatAnim(); // This is fully server controlled ItemManager.DontUpdateItems = true; ItemManager.IsReplicated = true; CharacterController.IsEnabled = false; CreateStarterBackpack(); AudioBuffer jumpAudioBuffer = AssetManager.LoadSound("Player/jump.wav"); if (jumpAudioBuffer != null) { jumpAudioSource = new AudioSource(jumpAudioBuffer); jumpAudioSource.Gain = 0.2f; jumpAudioSource.MaxDistance = 100f; } AudioBuffer landAudioBuffer = AssetManager.LoadSound("Player/land.wav"); if (landAudioBuffer != null) { landAudioSource = new AudioSource(landAudioBuffer); landAudioSource.Gain = 0.2f; landAudioSource.MaxDistance = 120f; } walkingAudioSource = new CyclicAudioSource("Player/footstep.wav", 1, 0f, relative: false, maxDistance: 100f); runningAudioSource = new CyclicAudioSource("Player/run.wav", 1, 0f, relative: false, maxDistance: 200f); }
public SPPlayer(MasterRenderer renderer, World world, Camera camera, Vector3 position, Team team) : base(renderer, world, camera, position, team) { this.camera = camera; camfx = new CameraFX(this, camera); camera.SmoothCamera = true; startLocation = position; ItemManager.SetItems(new Item[] { new Rifle(ItemManager, renderer), new SMG(ItemManager, renderer), new Shotgun(ItemManager, renderer), new Grenade(ItemManager, renderer), new Spade(ItemManager, renderer), new BlockItem(ItemManager, renderer), new MelonLauncher(ItemManager, renderer) }, 5); NumMelons = MAX_MELONS; CharacterController.OnCollision += CharacterController_OnCollision; AudioBuffer hitAudioBuffer = AssetManager.LoadSound("Impacts/hit-player-local.wav"); if (hitAudioBuffer != null) { hitAudioSource = new AudioSource(hitAudioBuffer); hitAudioSource.IsSourceRelative = true; hitAudioSource.Gain = 0.2f; } AudioBuffer flashlightAudioBuffer = AssetManager.LoadSound("Player/flashlight.wav"); if (flashlightAudioBuffer != null) { flashlightAudioSource = new AudioSource(flashlightAudioBuffer); flashlightAudioSource.IsSourceRelative = true; flashlightAudioSource.Gain = 0.2f; } AudioBuffer jumpAudioBuffer = AssetManager.LoadSound("Player/jump.wav"); if (jumpAudioBuffer != null) { jumpAudioSource = new AudioSource(jumpAudioBuffer); jumpAudioSource.IsSourceRelative = true; jumpAudioSource.Gain = 0.2f; } AudioBuffer landAudioBuffer = AssetManager.LoadSound("Player/land.wav"); if (landAudioBuffer != null) { landAudioSource = new AudioSource(landAudioBuffer); landAudioSource.IsSourceRelative = true; landAudioSource.Gain = 0.2f; } walkingAudioSource = new CyclicAudioSource("Player/footstep.wav", 8, 0f); runningAudioSource = new CyclicAudioSource("Player/run.wav", 12, 0f); }