private void Start() { activeWeaponIndex = -1; m_WeaponSwitchState = WeaponSwitchState.Down; m_InputHandler = GetComponent <PlayerInputHandler_Photon>(); playerWapMan = GetComponent <PlayerWeaponsManager_Photon>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler_Photon, PlayerWeaponsManager_Photon>(m_InputHandler, this, gameObject); m_PlayerCharacterController = GetComponent <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController_Photon, PlayerWeaponsManager_Photon>(m_PlayerCharacterController, this, gameObject); SetFOV(defaultFOV); onSwitchedToWeapon += OnWeaponSwitched; // Add starting weapons foreach (var weapon in startingWeapons) { AddWeapon(weapon); } SwitchWeapon(true); weaponParentSocket.transform.parent = weaponCamera.transform; }
void Start() { controller = GetComponent <PlayerCharacterController_Photon>(); if (!gameObject.GetComponent <PhotonView>().ObservedComponents.Contains(this)) { gameObject.GetComponent <PhotonView>().ObservedComponents.Add(this); } gameObject.GetComponent <PhotonView>().Synchronization = ViewSynchronization.Unreliable; GetValues(); if (photonView.IsMine) { controller.canControl = false; controller.externalController = true; // characterPrefab.SetActive(false); } else { controller.canControl = true; controller.externalController = false; // characterPrefab.SetActive(true); } gameObject.name = gameObject.name + photonView.ViewID; // PhotonNetwork.SendRate = 60; // PhotonNetwork.SerializationRate = 60; }
private void Awake() { m_PlayerController_Photon = FindObjectOfType <PlayerCharacterController_Photon>(); // DebugUtility.HandleErrorIfNullFindObject<PlayerCharacterController_Photon, EnemyManager>(m_PlayerController_Photon, this); enemies = new List <EnemyController_Photon>(); }
private void OnTriggerEnter(Collider other) { if (Online) { PlayerCharacterController_Photon pickingPlayer_Photon = other.GetComponent <PlayerCharacterController_Photon>(); if (pickingPlayer_Photon != null) { if (onPick_Photon != null) { onPick_Photon.Invoke(pickingPlayer_Photon); PickUP = true; } } } else { PlayerCharacterController pickingPlayer = other.GetComponent <PlayerCharacterController>(); if (pickingPlayer != null) { if (onPick != null) { onPick.Invoke(pickingPlayer); PickUP = true; } } } }
private void LateUpdate() { m_PlayerCharacterController = GetComponent <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController_Photon, PlayerInputHandler_Photon>(m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager_Photon>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager_Photon, PlayerInputHandler_Photon>(m_GameFlowManager, this); m_FireInputWasHeld = GetFireInputHeld(); }
private void Start() { m_PlayerCharacterController = GetComponent <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController_Photon, PlayerInputHandler_Photon>(m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager_Photon>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager_Photon, PlayerInputHandler_Photon>(m_GameFlowManager, this); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
void Start() { isJetpackUnlocked = isJetpackUnlockedAtStart; m_PlayerCharacterController = GetComponent <PlayerCharacterController_Photon>(); m_InputHandler = GetComponent <PlayerInputHandler_Photon>(); splayersync = GetComponent <PlayerSync>(); currentFillRatio = 1f; audioSource.clip = jetpackSFX; audioSource.loop = true; }
void OnPickedOnline(PlayerCharacterController_Photon byPlayer) { var jetpack = byPlayer.GetComponent <JetPack_Photon>(); if (!jetpack) { return; } if (jetpack.TryUnlock()) { m_Pickup.PlayPickupFeedback(); Destroy(gameObject); } }
public void sapwPlayer() { // GameObject m_Player = PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f, 5f, 0f), Quaternion.identity, 0).GetComponent<PlayerCharacterController_Photon>(); m_Player = PhotonNetwork.Instantiate("Photon Resources/Player/" + playerPrefab.gameObject.name, spawnPoint.position + (Vector3.up), spawnPoint.rotation, 0).GetComponent <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController_Photon, GameFlowManager_Photon>(m_Player, this); m_ObjectiveManager = FindObjectOfType <ObjectiveManager>(); DebugUtility.HandleErrorIfNullFindObject <ObjectiveManager, GameFlowManager_Photon>(m_ObjectiveManager, this); m_Player.playerCamera = playerCamera; m_Player.weaponCamera = weaponCamera; InGameUi.SetActive(true); objectActiveOnSapwn.SetActive(true); }
private void Start() { if (online) { PlayerCharacterController_Photon character = FindObjectOfType <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController_Photon, StanceHUD>(character, this); character.onStanceChanged += OnStanceChanged; OnStanceChanged(character.isCrouching); } else { PlayerCharacterController character = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, StanceHUD>(character, this); character.onStanceChanged += OnStanceChanged; OnStanceChanged(character.isCrouching); } }