private Vector3 moveDirection = Vector3.zero; //移动时的辅助参数,默认为0 void Start() //初始化 { //将所有的标识位重置为false crouching = false; walking = false; runing = false; //初始化当前速度 speed = normalSpeed; jumpSpeed = normalJumpSpeed; //相机的获取 mainCamera = GameObject.FindGameObjectWithTag(Tags.mainCamera).transform; //存储相机所有的高度 standardCamHeight = mainCamera.localPosition.y; //标准高度 crouchingCamHeight = standardCamHeight - crouchDeltaHeight; //蹲伏时的高度 audioSource = this.GetComponent <AudioSource>(); controller = this.GetComponent <CharacterController>(); parameter = this.GetComponent <fps_PlayerParameter>();//获取用户的输入 //角色控制器的高度,根据是否为蹲伏状态来回切换。保存正常状态下的高度 normalControllerCenter = controller.center; normalControllerHeight = controller.height; }
private fps_Input input; //输入信息记录的脚本 void Start() { LockCursor = true; //将光标锁定 parameter = this.GetComponent <fps_PlayerParameter>(); //获取组件 input = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <fps_Input>(); //通过根据物体的名称找到物体 }
private Transform m_Transform; //缓存避免重复调用,Transform组件 void Start() { parameter = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <fps_PlayerParameter>(); //获取输入信息,该组件存储了player的状态 m_Transform = transform; //因为Transform是挂载的组件,可以直接赋值 m_Transform.localPosition = positionOffset; //防止误操作,在初始情况下赋值 }
void Start() { paremeter = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <fps_PlayerParameter>(); playerControl = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <fps_PlayerControl>(); anim = GetComponent <Animation>(); flash = this.transform.Find("muzzle_flash").GetComponent <MeshRenderer>(); flash.enabled = false; currentBllet = bulletCount; currentChargeBullet = chargeBulletCount; bulletText.text = currentBllet + "/" + currentChargeBullet; }
//初始化 void Start() { crouching = false; walking = false; running = false; speed = normalSpeed; jumpSpeed = normalJumpSpeed; mainCamera = GameObject.FindGameObjectWithTag("MainCamera").transform; standarCamHeight = mainCamera.localPosition.y; crouchCamHeight = standarCamHeight - crouchDeltaHeight; audioSource = GetComponent <AudioSource>(); controller = GetComponent <CharacterController>(); parameter = GetComponent <fps_PlayerParameter>(); normalControllerCenter = controller.center; normalControllerHeight = controller.height; }
private void Start() { crouching = false;//初始化操作 walking = false; crouching = false; runing = false; jumpSpeed = normalSpeed; //初始化跳跃速度 mainCamera = GameObject.FindGameObjectWithTag(Tags.mainCamera).transform; standardCamHeight = mainCamera.localPosition.y; //存储相机的标准高度 crouchingCamHeight = standardCamHeight - crouchDeltaHeight; //蹲伏的相机高度 audioSource = this.GetComponent <AudioSource>(); controller = this.GetComponent <CharacterController>(); parameter = this.GetComponent <fps_PlayerParameter>(); normalControllerCenter = controller.center; normalControllerHeight = controller.height;//设定正常情况下的高度 }
private void Start() { crouching = false; walking = false; running = false; useSkill = false; speed = normalSpeed; jumpSpeed = normalJumpSpeed; mainCamera = GameObject.FindGameObjectWithTag(tags.mainCamera).transform; standardCamHeight = mainCamera.localPosition.y; crouchingCamHeight = standardCamHeight - crouchDeltaHeight; audioSource = this.GetComponent <AudioSource>(); controller = this.GetComponent <CharacterController>(); parameter = this.GetComponent <fps_PlayerParameter>(); normalControllerCenter = controller.center; normalControllerHeight = controller.height; SlowSlider.value = SlowSlider.maxValue = skillContinueTime; }
void Start() { LockCursor = true; parameter = this.GetComponent <fps_PlayerParameter>(); //赋值parameter,通过该脚本所在物体中找到组件fps_PlayerParameter input = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <fps_Input>(); //赋值input,通过游戏物体的标签区寻找组件fps_Input }
void Start() { LockCursor = true; parameter = this.GetComponent <fps_PlayerParameter>(); input = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <fps_Input>(); }
private Transform m_Transform; //避免重复调用 private void Start() { parameter = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <fps_PlayerParameter>(); m_Transform = transform; m_Transform.localPosition = positionOffset; }