// Use this for initialization void Start() { ted = FindObjectOfType <Teddy>(); tedHead = FindObjectOfType <TeddyHead>(); //dave = FindObjectOfType<Dave>(); camMaster = FindObjectOfType <CameraMaster>(); cam = GameObject.Find("RightEyeCam"); bCam = FindObjectOfType <BodyCam>(); bCamCamera = FindObjectOfType <BodyCam>().GetComponent <Camera>(); leftEye = FindObjectOfType <TeddyLeftEye>(); scanner = FindObjectOfType <InfoScan>(); scanText = scanner.GetComponent <Text>(); rigid = this.GetComponent <Rigidbody>(); coll = this.GetComponent <Collider>(); commsControl = FindObjectOfType <CommsController>(); toolSelect = FindObjectOfType <ToolSelector>(); rightEyeActive = false; // Right eye starts inactive rightEyeLock = false; // Right eye starts locked (really??) tedTrack = false; //rigid.velocity = Vector3.zero; //rigid.angularVelocity = Vector3.zero; sixDOF = false; // Non-6dof on start rightLight.enabled = false; // Eye light off on start lockIndicator.enabled = true; sixDOFIndicator.enabled = true; scanStart = 0; storedSpeed = rightEyeSpeed; scanObject = null; previousTargetedID = null; hostID = ted.transform.GetComponent <IDCharacter>(); targetedGhost = null; targetedSpeech = null; targetedAI = null; targetedAudio = null; targetInfoCleared = false; scanFrom = null; }
// Start is called before the first frame update void Start() { // Initialize components faceAnim = face.GetComponent <Animator>(); speechController = this.transform.GetComponent <TextAndSpeech>(); tedHead = FindObjectOfType <TeddyHead>(); if (this.transform.Find("Inventory") != null) { inv = this.transform.Find("Inventory").GetComponent <Inventory>(); } actCoord = FindObjectOfType <ActionSceneCoordinator>(); // Set blinking parameters isBlinking = true; blinkRefTime = 0; actualSecPerBlink = Random.Range(secPerBlink - secPerBlinkDelta, secPerBlink + secPerBlinkDelta); // Initialize head and eye rotations and directions headInitialRotation = head.transform.rotation; headInitialForwardDirection = head.forward; headUpDirection = head.up; foreach (Transform eye in eyes) { eyesInitialRotation.Add(eye.transform.rotation); } // Setting look parameters lookingAtPerson = false; lookingAtPersonDuration = 0; lookingAtPersonDurationRefTime = 0; turningAwayFromPerson = false; // Initialize action and interaction states speakingAndWaitingToCueOtherNPC = false; }
// Use this for initialization void Start() { view = FindObjectOfType <BodyCam>(); ted = FindObjectOfType <Teddy>(); anim = ted.GetComponent <Animator>(); rigid = ted.GetComponent <Rigidbody>(); tedHead = FindObjectOfType <TeddyHead>(); animHead = tedHead.GetComponent <Animator>(); wkDesk = FindObjectOfType <WorkDesk>(); commsImg = commsEnter.transform.parent.GetComponent <RawImage>(); leftEye = FindObjectOfType <TeddyLeftEye>(); rightEye = FindObjectOfType <TeddyRightEye>(); //leftEyeColl = leftEye.GetComponent<Collider>(); rightEyeColl = rightEye.GetComponent <Collider>(); //leftEyeRigid = leftEye.GetComponent<Rigidbody>(); rightEyeRigid = rightEye.GetComponent <Rigidbody>(); //headd = GameObject.Find("tedhead"); reticleImg = GameObject.Find("Reticle").GetComponent <RawImage>(); leftEyepatch = leftEye.transform.Find("lefteyepatch"); rightEyepatch = rightEye.transform.Find("righteyepatch"); gamePaused = false; mainOverlay.enabled = false; // mainOverlay is used for special screens, like loading, static, and jamming; off at start topRightInsert.enabled = false; // Picture within picture is off at start //leftEyeColl.enabled = false; rightEyeColl.enabled = false; //leftEyeRigid.isKinematic = true; rightEyeRigid.isKinematic = true; view.bodyCamActive = true; leftEyeLodged = true; // Eyes lodged at start rightEyeLodged = true; // leftEyeTransitioning = false; // Eyes not in process of lodging/dislodging at start rightEyeTransitioning = false; // jammed = false; // No jamming at start jamView = false; // clearView = true; // currentHallucinationFrameIndex = 0; hallucinationFrameTimeIndex = 0; reticleEnabled = true; hallucinating = false; atTedsRoom = false; commsEnabled = false; commsEnter.enabled = false; commsEnter.DeactivateInputField(); commsEnter.GetComponent <Image>().enabled = false; englishOrSolar = true; leftEyeAvailable = false; reticlePressTime = 0; reticlePressed = false; if (headbob) { headdRT = headdActualRT; headd = headActual; } else { headdRT = headdRefRT; headd = headNoBob; } //camTarget = null; //smoothdamp attempt initialPosBody = view.transform.localPosition; // Set initial positions for body and eyes initialPosLeft = leftEye.transform.localPosition; // initialPosRight = rightEye.transform.localPosition; // initialRotBody = view.transform.localRotation; // Set initial rotations for body and eyes returnRotLeft = leftEye.transform.localRotation; // returnRotRight = rightEye.transform.localRotation; SwitchCam(view.gameObject, headd, initialPosBody, initialRotBody); initialRotBody = view.transform.localRotation; eyeDislodgeTimer = 0.2f; eyeDislodgeTimerRef = 0; }