internal void Awake() { playerOneMovement = PlayerOne.GetComponent <FirstPersonMovement>(); playerOneHud = new RectTransform[PlayerOneHud.Length]; playerOneHudStartPositions = new Vector2[PlayerOneHud.Length]; if (PlayerTwo != null) { playerTwoMovement = PlayerTwo.GetComponent <FirstPersonMovement>(); playerTwoHud = new RectTransform[PlayerTwoHud.Length]; playerTwoHudStartPositions = new Vector2[PlayerTwoHud.Length]; } for (uint i = 0; i < PlayerOneHud.Length; ++i) { playerOneHud[i] = PlayerOneHud[i].GetComponent <RectTransform>(); playerOneHudStartPositions[i] = playerOneHud[i].anchoredPosition; if (PlayerTwo != null) { playerTwoHud[i] = PlayerTwoHud[i].GetComponent <RectTransform>(); playerTwoHudStartPositions[i] = playerTwoHud[i].anchoredPosition; } } playerOneXTime = 0.0f; playerOneYTime = 0.0f; playerTwoXTime = 0.0f; playerTwoYTime = 0.0f; playerOneXMovement = XMovement; playerOneYMovement = YMovement; playerTwoXMovement = XMovement; playerTwoYMovement = YMovement; }
internal void Awake() { playerOneMovement = GameObject.FindGameObjectWithTag("PlayerOne").GetComponent <FirstPersonMovement>(); deafaultVolume = FatigueSound.volume; updateTimer = 0; updateTimerLimit = 1.1f; }
internal void Start() { updateTimer = 0; playerOneMovement = GameObject.FindGameObjectWithTag("PlayerOne").GetComponent <FirstPersonMovement>(); defaultVolume = FootStepSound.volume; defaultPitch = FootStepSound.pitch; }
void Reset() { // Try to get components. movement = GetComponentInParent <FirstPersonMovement>(); headToLower = movement.GetComponentInChildren <Camera>().transform; colliderToLower = movement.GetComponentInChildren <CapsuleCollider>(); }
internal void Awake() { fpsCam = GetComponent <Camera>(); fpsMove = transform.parent.GetComponent <FirstPersonMovement>(); defaultCameraPosition = fpsCam.transform.localPosition; movementX = XMovement; movementY = YMovement; timeX = 0.0f; timeY = 0.0f; }
private void Awake() { fpsMovement = GetComponent <FirstPersonMovement>(); fpsView = GetComponentInChildren <FirstPersonLook>(); camT = fpsView.transform; TerminalGUI.OnGUIOpen += OnGUIEnter; TerminalGUI.OnGUIClose += OnGUIExit; Debug.Log("Subscribed events."); }
private void Awake() { fpsMove = GetComponent <FirstPersonMovement>(); cameraTransform = GetComponentInChildren <Camera>().transform; airconLayer = LayerMask.NameToLayer("AirconSwitch"); doorLayer = LayerMask.NameToLayer("Door"); elevatorActivateLayer = LayerMask.NameToLayer("ElevatorActivate"); elevatorSlowActivateLayer = LayerMask.NameToLayer("ElevatorSlowTerminal"); interactLayer = 1 << airconLayer | 1 << doorLayer | 1 << elevatorActivateLayer | 1 << elevatorSlowActivateLayer; elevatorTerminal = GameObject.FindGameObjectWithTag("ElevatorTerminal"); smokeBombController = GetComponent <SmokebombController>(); }
// Start is called before the first frame update void Start() { try { firstPersonMovement = GetComponent <FirstPersonMovement>(); isAI = false; } catch (Exception e) { isAI = true; } }
void Reset() { head = GetComponentInChildren <Camera>().transform; capsuleCollider = GetComponentInChildren <CapsuleCollider>(); character = GetComponentInParent <FirstPersonMovement>(); // Get or create the groundCheck object. groundCheck = GetComponentInChildren <GroundCheck>(); if (!groundCheck) { groundCheck = GroundCheck.Create(transform); } }
void Start() { character = GetComponentInParent <FirstPersonMovement>(); Cursor.lockState = CursorLockMode.Locked; }
void Reset() { character = GetComponentInParent <FirstPersonMovement>(); }
// Start is called before the first frame update void Start() { firstPersonMovement = GetComponent <FirstPersonMovement>(); firstPersonLook = GetComponentInChildren <FirstPersonLook>(); }
internal void Start() { firstPersonMovement = GetComponent <FirstPersonMovement>(); }
public Drone(float movementSpeed, float rotationSpeed, GameObject drone, GameObject[] patrolRoute, EnemySighting enemySighting, float stoppingDistance, float chaseWaitTime, LastPlayerSighting lastPlayerSighting, float shootRate, GameObject[] muzzleFlash, float droneDamage, GameObject droneFireSound, Vector3[] colorSet) : base(movementSpeed, rotationSpeed, drone) { index = 0; chaseTimer = 0.0f; this.drone = drone; this.patrolRoute = patrolRoute; this.movementSpeed = movementSpeed; this.enemySighting = enemySighting; this.stoppingDistance = stoppingDistance; this.chaseWaitTime = chaseWaitTime; this.lastPlayerSighting = lastPlayerSighting; inverseLayer = ~(1 << LayerMask.NameToLayer("Drone") | 1 << LayerMask.NameToLayer("SniperCollider")); inverseShootLayer = ~(1 << LayerMask.NameToLayer("Drone") | 1 << LayerMask.NameToLayer("SmokeBomb") | 1 << LayerMask.NameToLayer("SniperCollider")); Random.seed = System.Environment.TickCount; trackTime = 0.0f; GameObject playerOne = GameObject.FindGameObjectWithTag("PlayerOne"); GameObject playerTwo = GameObject.FindGameObjectWithTag("PlayerTwo"); playerOneMovement = playerOne.GetComponent <FirstPersonMovement>(); if (playerTwo != null) { playerTwoMovement = playerTwo.GetComponent <FirstPersonMovement>(); } droneAnimator = drone.GetComponent <Animator>(); this.muzzleFlash = muzzleFlash; PlayerHealth playerOneHealth = playerOne.GetComponent <PlayerHealth>(); PlayerHealth playerTwoHealth = null; if (playerTwo != null) { playerTwoHealth = playerTwo.GetComponent <PlayerHealth>(); } hitFlash = GameObject.FindGameObjectWithTag("GameManager").GetComponent <HitFlash>(); this.droneWeapon = new DroneWeapon(droneDamage, 1.0f / shootRate, playerOneHealth, playerTwoHealth, droneFireSound, hitFlash, muzzleFlash, droneAnimator); foreach (Transform t in drone.transform) { if (t.tag == "DroneLight") { Vector3 rgb = colorSet[ColorIndex(shootRate, droneDamage)]; Color threatColor = new Color(rgb[0] / 255f, rgb[1] / 255f, rgb[2] / 255f, 1); t.gameObject.light.color = threatColor; break; } } }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); firstPersonMovement = player.GetComponent <FirstPersonMovement>(); }
private void Awake() { currentAngle = transform.localEulerAngles.x; fpsMove = transform.parent.GetComponent <FirstPersonMovement>(); }
public static bool IsGrounded(this Rigidbody in_rRigidbody) { FirstPersonMovement fMovement = in_rRigidbody.GetComponent <FirstPersonMovement>(); return(fMovement == null ? false : fMovement.GetIsGrounded()); }