void Start() { component_CameraLook = transform.GetChild(0).gameObject.GetComponent <FPS_CameraLook>(); component_Jump = GetComponent <FPS_Jump>(); component_Locomotion = GetComponent <FPS_Locomotion>(); component_Crouch = GetComponent <FPS_Crouch>(); }
void Start() { LocomotionModule = GetComponent <FPS_Locomotion>(); //assign GetComponent() calls to our previously declared variables JumpModule = GetComponent <FPS_Jump>(); CapsuleModule = GetComponent <CapsuleCollider>(); fps_camera = LocomotionModule.fps_camera; //FPS_Locomotion has already defined fps_camera variable, so we're going to store it here camera_initPos = fps_camera.transform.localPosition; //store player's camera LOCAL position (because our player camera is the child of player object, we must store and modify only LOCAL position) camera_crouchPos = new Vector3(camera_initPos.x, camera_initPos.y - crouchAmount, camera_initPos.z); //based on camera's initial LOCAL position, we calculate and store the position of the camera when player crouches }
private FPS_Locomotion LocomotionModule; //an internal variable used to store Player's Locomotion Script at runtime private void Start() { LocomotionModule = GetComponent <FPS_Locomotion>(); //assign player's locomotion script to LocomotionModule }