void Awake() { CurrentPlayerHealth = StartingPlayerHealth; anim = GetComponent<Animator>(); controller = GetComponent<TP_Controller>(); Instance = this; }
void Awake() { characterMesh = GameObject.Find("MainChar") as GameObject; CharacterController = GetComponent("CharacterController") as CharacterController; Instance = this; TP_Camera.UseExistingOrCreateNewMainCamera(); }
public void CreateRole(int ID) { myRole = PhotonNetwork.Instantiate("Darkman Solider", Random.onUnitSphere * 5f, Quaternion.identity, 0); if (ID == 0) { playersInfo.myID = PhotonNetwork.room.playerCount; GameObject myPlayer = GameObject.Find("Player" + PhotonNetwork.room.playerCount.ToString()); myRole.transform.parent = myPlayer.transform; myPhotonView = myPlayer.GetComponent <PhotonView>(); myPhotonView.observed = myRole.GetComponent <NetworkController>(); } playersInfo.alive[ID] = true; //AddTag(myPhotonView); if (myPhotonView.isMine) { TP_Animator playerAnimator = myRole.GetComponent <TP_Animator>(); TP_Motor playerMotor = myRole.GetComponent <TP_Motor>(); TP_Controller playerController = myRole.GetComponent <TP_Controller>(); TP_Info playerInfo = myRole.GetComponent <TP_Info>(); playerAnimator.enabled = true; playerMotor.enabled = true; playerController.enabled = true; playerInfo.enabled = true; } }
public float deadZone = 0.1f; // holds dead space (AKA responsiveness to input) #endregion Fields #region Methods void Awake() { _characterController = GetComponent<CharacterController>(); _instance = this; // Use Exsiting Or Create New Main Camera TP_Camera.UseExisitingOrCreateNewMainCamera(); }
// Awake is called before Start void Awake() { characterController = GetComponent <CharacterController>(); instance = this; // Using the old camera system TP_Camera.UseExistingOrCreateNewMainCamera(); }
public float deadZone = 0.1f; // holds dead space (AKA responsiveness to input) void Awake() { _characterController = GetComponent <CharacterController>(); _instance = this; // Use Exsiting Or Create New Main Camera TP_Camera.UseExisitingOrCreateNewMainCamera(); }
// Awake is called before Start void Awake() { characterController = GetComponent <CharacterController>(); instance = this; vision = Camera.main.GetComponent <CAM_ElectroVision>(); // Using the old camera system //TP_Camera.UseExistingOrCreateNewMainCamera(); }
void Awake() { myTransform = transform; playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); playerInfo = GetComponent <TP_Info>(); islocked = false; SnapToLand = false; }
void Awake() { Instance = this; CharController = GetComponent("CharacterController") as CharacterController; CharController.height = 0.12f; CharController.radius = 0.02f; CharController.center = new Vector3(0, 0.06f, 0); TP_Camera.SetupCamera(); }
void Awake() { if (instance != null) { Debug.Log("Instance of TP_Controller already exists"); return; } instance = this; characterController = GetComponent <CharacterController>(); TP_Camera.CreateCamera(); }
void Awake() { if (characterController == null) { characterController = GetComponent("CharacterController") as CharacterController; } if (Instance == null) { Instance = this; } // TP_Camera.UseExistingOrCreateNewMainCamera(); }
void Awake() { Instance = this; CC = gameObject.GetComponent <CharacterController>(); playerInfo = GetComponent <TP_Info>(); playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); myTransform = transform; myPos = myTransform.position; isAlignCamera = true; //JumpSpeed = 400f; Gravity = 500f; TerminalVelocity = 1000f; }
void Awake() { IsRunning = true; CharacterController = GetComponent("CharacterController") as CharacterController; playerAnimator = GetComponent <TP_Animator>(); playerMotor = GetComponent <TP_Motor>(); playerInfo = GetComponent <TP_Info>(); roomMenu = GameObject.FindGameObjectWithTag("RoomMenu").GetComponent <InRoom_Menu>(); myPhotonView = GetComponent <PhotonView>(); Instance = this; UselightSourceTimer = 0; buffSkillType = new TP_Animator.BuffSkillType[2]; }
// Use this for initialization void Awake() { DontDestroyOnLoad(transform.gameObject); CharacterController = GetComponent("CharacterController") as CharacterController; Instance = this; }
public static TP_Controller Instance; // This will hold a reference to instance of itself (singleton?) #endregion Fields #region Methods void Awake() { CharacterController = GetComponent("CharacterController") as CharacterController; Instance = this; TP_Camera.UseExistingOrCreateNewMainCamera(); }
void Awake() { CharacterControler = GetComponent("CharacterController") as CharacterController; Instance = this; }
void Start() { instance = this; }
// Use this for initialization void Start() { myTransform = transform; rayDistance = 0.6f; backRayObj = false; rightRayObj = false; leftRayObj = false; wildHarnesses = GameObject.Find("GameScript").GetComponent <Game_Manager>().WildHarnesses; playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); playerInfo = GetComponent <TP_Info>(); playerHealth = playerInfo.GetVital((int)VitalName.Health); PhotonView playerView = GetComponent <PhotonView>(); if (playerView.isMine) { _owner = true; } else { _owner = false; } aiRig.AI.WorkingMemory.SetItem("owner", _owner); aiRig.AI.WorkingMemory.SetItem("changePosTimer", 0); aiRig.AI.WorkingMemory.SetItem("DyingHealth", (int)(playerHealth.MaxValue * 0.1f)); aiRig.AI.WorkingMemory.SetItem("wild", _wild); aiRig.AI.WorkingMemory.SetItem("T", 0); aiRig.AI.WorkingMemory.SetItem("isChangingPos", false); _task = 0; _level = 1; _speed = playerInfo.GetAbility((int)(AbilityName.MoveSpeed)).CurValue; _canShopping = true; _needShopping = true; _atHome = false; _atEnemyHome = false; _hasEnemy = false; _canChangeState = true; _canUseSkill = true; aiRig.AI.WorkingMemory.SetItem("canUseSkill", _canUseSkill); aiRig.AI.WorkingMemory.SetItem("hasEnemy", _hasEnemy); aiRig.AI.WorkingMemory.SetItem("canShopping", _canShopping); aiRig.AI.WorkingMemory.SetItem("needShopping", _needShopping); aiRig.AI.WorkingMemory.SetItem("forwardSpeed", _speed); aiRig.AI.WorkingMemory.SetItem("canUseLS", true); aiRig.AI.WorkingMemory.SetItem("SkillTimer", 0); aiRig.AI.WorkingMemory.SetItem("LSTimer", 0); aiRig.AI.WorkingMemory.SetItem("atHome", _atHome); aiRig.AI.WorkingMemory.SetItem("atEnemy", _atEnemyHome); aiRig.AI.WorkingMemory.SetItem("ready", false); aiRig.AI.WorkingMemory.SetItem("TaskNum", _task); aiRig.AI.WorkingMemory.SetItem("attackTar", AttackTarget); _state = playerAnimator.State.ToString(); _attack = ""; aiRig.AI.WorkingMemory.SetItem("state", _state); aiRig.AI.WorkingMemory.SetItem("attackWay", _attack); _wPNdiecrtion = Vector3.zero; aiRig.AI.WorkingMemory.SetItem("WPNdiecrtion", _wPNdiecrtion); //_state = TP_Animator.CharacterState.None; isResetWild = false; aiRig.AI.WorkingMemory.SetItem("reset", isResetWild); skillState = new bool[5]; }
void Awake() { Instance = this; //Application.targetFrameRate = 60; }
// Use this for initialization void Awake() { CharacterController = GetComponent("CharacterController") as CharacterController; Instance = this; TP_Camera.UseExistingOrCreateNewMainCamera(); }
// Use this for initialization void Awake() { CharacterController = GetComponent("CharacterController") as CharacterController; Instance = this; }
void Awake() { playerCC = GetComponent<CapsuleCollider>(); Instance = this; distanceToGround = playerCC.bounds.extents.y; }