Exemple #1
0
 public override void Init()
 {
     animController        = GetComponent <PlayerAnimationController>();
     attackInputAction     = Resources.Load("Input Actions/Input Action Attack") as ScriptableInputBoolAction;
     attackInputHeldAction = Resources.Load("Input Actions/Input Action Attack Held") as ScriptableInputBoolAction;
     isPlayerReloading     = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;
 }
        public override void Init()
        {
            weaponController       = GetComponent <PlayerWeaponController>();
            playerHealthController = GetComponent <HealthControllerPlayer>();
            reloadController       = GetComponent <PlayerReloadController>();

            playerMeleeWeaponLayerMask = Resources.Load("LayerMasks/LayerMask_Player Melee Weapon") as ScriptableLayerMask;
            throwWeaponInputAction     = Resources.Load("Input Actions/Input Action Throw Weapon") as ScriptableInputBoolAction;
            toggleWeaponInputAction    = Resources.Load("Input Actions/Input Action Toggle Weapon") as ScriptableInputBoolAction;

            isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;

            searcherController          = GetComponent <InteractionSearcherController>();
            worldInteractionParentGroup = FindObjectOfType <WorldInteractionsManager>().transform;
            playerRightHand             = GetComponentInChildren <RightHandIdentifier>().transform;

            inventoryAmmo.rifleAmmo     = playerInventoryData.inventoryAmmo.rifleAmmo;
            inventoryAmmo.pistolAmmo    = playerInventoryData.inventoryAmmo.pistolAmmo;
            inventoryAmmo.shotgunShells = playerInventoryData.inventoryAmmo.shotgunShells;
            inventoryAmmo.arrows        = playerInventoryData.inventoryAmmo.arrows;

            fistsWeaponRuntime.FreshSpawnWeapon();
            fistsWeaponRuntime.PickupWeaponPlayer();
            fistsWeaponRuntime.DisableAttackColliders();

            SpawnInventoryWeapons(playerInventoryData.inventoryWeapons);
        }
Exemple #3
0
        public override void Init()
        {
            weaponController    = GetComponent <PlayerWeaponController>();
            inventoryController = GetComponent <PlayerInventoryController>();
            animController      = GetComponent <PlayerAnimationController>();
            uiReloadProgressBar = FindObjectOfType <UI_ReloadProgressBar>();

            isReloading       = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;
            isReloading.value = false;

            reloadInput = Resources.Load("Input Actions/Input Action Reload") as ScriptableInputBoolAction;
        }
        public override void Init()
        {
            playerFocusPoint = FindObjectOfType <PlayerController>().cameraFocusPoint;
            playerTransform  = FindObjectOfType <PlayerController>().transform;
            cm_VirtualCamera = FindObjectOfType <CinemachineVirtualCamera>();
            aimIKTarget      = FindObjectOfType <PlayerAimTargetIdentifier>().transform;

            extendCameraInputAction = Resources.Load("Input Actions/Input Action Extend Camera Boundary") as ScriptableInputBoolAction;

            if (cameraData.followPlayer)
            {
                cm_VirtualCamera.Follow = playerFocusPoint;
            }
        }
        public override void Init()
        {
            pauseMenuInput       = Resources.Load("Input Actions/Input Action Pause Menu") as ScriptableInputBoolAction;
            challengesController = GetComponent <UI_ChallengesController>();
            challengesController.Init();
            aimCursorManager = AimCursorManager.singleton;

            resumeButton.onClick.AddListener(CloseMenu);
            quitToGameButton.onClick.AddListener(Application.Quit);

            if (pauseWindow.activeSelf == true)
            {
                CloseMenu();
            }
        }
 public override void Init()
 {
     activateAbilityAction = Resources.Load("Input Actions/Input Action Ability Toggle") as ScriptableInputBoolAction;
     currentAbility.InitAbility(this);
 }
 public override void Init()
 {
     inventoryController      = GetComponent <PlayerInventoryController>();
     currentShortestDistance  = controllerData.maxSearchDistance * 2;
     activateInteractionInput = Resources.Load("Input Actions/Input Action Interaction") as ScriptableInputBoolAction;
 }