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() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler_Photon>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler_Photon, InGameMenuManager_Photon>(m_PlayerInputsHandler, this); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager_Photon>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager_Photon>(m_FramerateCounter, this); menuRoot.SetActive(false); lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
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; }