private RayHitComparer rayHitComparer; // variable to compare raycast hit distances void Start() { // find the camera in the object hierarchy cam = GetComponentInChildren<Camera>().transform; pivot = cam.parent; originalDist = cam.localPosition.magnitude; currentDist = originalDist; // create a new RayHitComparer rayHitComparer = new RayHitComparer(); }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Start() { // find the camera in the object hierarchy m_Cam = GetComponentInChildren<Camera>().transform; m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Start() { // find the camera in the object hierarchy m_Cam = GetComponentInChildren <Camera>().transform; m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); }
private RayHitComparer rayHitComparer; // variable to compare raycast hit distances public void Start() { // find the camera in the object hierarchy cam = GetComponentInChildren <Camera>().transform; pivot = cam.parent; originalDist = cam.localPosition.magnitude; currentDist = originalDist; // create a new RayHitComparer rayHitComparer = new RayHitComparer(); }
// Use this for initialization void Start () { // Find the camera in the object hierarchy m_Camera = GetComponentInChildren<Camera>().transform; // Find the pivot in the object hierarchy, should ALWAYS be the parent to the camera m_Pivot = m_Camera.parent; m_OriginalDistance = m_Camera.localPosition.magnitude; m_CurrentDistance = m_OriginalDistance; m_RayHitComparer = new RayHitComparer(); }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Start() { var MFreeLookCamera = GetComponent <MFreeLookCamera>(); m_Cam = MFreeLookCamera.CamT; //find the camera in the object hierarchy m_Pivot = MFreeLookCamera.Pivot; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; m_RayHitComparer = new RayHitComparer(); // create a new RayHitComparer MFreeLookCamera.OnStateChange.AddListener(SetOriginalDist); }
private void Start() { // Camera rotation Vector3 rot = transform.localRotation.eulerAngles; rotation.x = rot.x; rotation.y = rot.y; // Ray Hits comparer rayHitComparer = new RayHitComparer(); GetComponent <Camera>().transform.position = offset; }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Start() { // find the camera in the object hierarchy /// m_Cam = GetComponentInChildren<Camera>().transform; m_Cam = this.transform; m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); protectMask = ~LayerMask.GetMask("BossLimit", "Weapon"); }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = true; // find the camera in the object hierarchy //m_Cam = GetComponentInChildren<Camera>().transform; //m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Awake() { // find the camera in the object hierarchy m_Cam = GetComponentInChildren <Camera>().transform; m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_OriginalHeight = 1; m_OriginalRotate = 11; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); CanClip = true; }
private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Start() { // find the camera in the object hierarchy m_Cam = GetComponentInChildren <Camera>().transform; //Debug.Log(m_Cam.parent.name); m_Pivot = m_Cam.parent; //set m_Pivot to parent transform //Debug.Log("m_Cam pos: " + m_Cam.localPosition); //Debug.Log("m_Pivot pos: " + m_Pivot.position); //m_Pivot.position = m_Cam.localPosition; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); }
private RayHitComparer rayHitComparer; // variable to compare raycast hit distances private void Start() { // find the camera in the object hierarchy cam = GetComponentInChildren <Camera> ().transform; pivot = cam.parent; originalCamTrailDistance = cam.localPosition.magnitude; originalPivotHeight = pivot.localPosition.y; currentCamTrailDistance = originalCamTrailDistance; currentPivotHeight = originalPivotHeight; // create a new RayHitComparer rayHitComparer = new RayHitComparer(); }
public void Move(Vector3 move, bool crouch, bool jump, Vector3 lookPos) { if (move.magnitude > 1) { move.Normalize(); } isMovingToTarget = true; // grab current velocity, we will be changing it. Vector3 velocity = rigidbody.velocity; Vector3 localMove = transform.InverseTransformDirection(move); float turnAmount = Mathf.Atan2(localMove.x, localMove.z); float forwardAmount = localMove.z; float turnSpeed = Mathf.Lerp(180, 360, forwardAmount); transform.Rotate(0, turnAmount * turnSpeed * Time.deltaTime, 0); Ray ray = new Ray(transform.position + Vector3.up * .1f, -Vector3.up); RaycastHit[] hits = Physics.RaycastAll(ray, .5f); RayHitComparer rayHitComparer = new RayHitComparer(); System.Array.Sort(hits, rayHitComparer); if (velocity.y < 2 * .5f) { ; rigidbody.useGravity = true; foreach (var hit in hits) { // check whether we hit a non-trigger collider (and not the character itself) if (!hit.collider.isTrigger) { // this counts as being on ground. // stick to surface - helps character stick to ground - specially when running down slopes if (velocity.y <= 0) { rigidbody.position = Vector3.MoveTowards(rigidbody.position, hit.point, Time.deltaTime * 5.0f); } rigidbody.useGravity = false; break; } } } velocity.y = 0; if (move.magnitude == 0) { // when not moving this prevents sliding on slopes: velocity.x = 0; velocity.z = 0; } // reassign velocity, since it will have been modified by the above functions. rigidbody.velocity = velocity; }
// Inicjalizacja zmiennych składowych, // nic więcej private void Start() { m_Cam = GetComponentInChildren<Camera>().transform; m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // Na starcie odległość aktualna jest równa wyjściowej. Poprostu sytuacja początkowa m_RayHitComparer = new RayHitComparer(); }