private void Start()
        {
                        #if !UltimateFPSIsPresent
            ACDebug.LogWarning("'UltimateFPSIsPresent' must be listed in your Unity Player Setting's 'Scripting define symbols' for AC's UFPS integration to work.");
            return;
                        #else
            // Tell the AC Player component that we'l be controlling movement/rotation manually during Cutscenes
            player.FirstPersonCamera = fpCamera.transform;
            player.SetAnimEngine(AnimationEngine.Custom);
            player.motionControl = MotionControl.Manual;

            // Assign a short delay whenever we load a saved game, to prevent firing when click
            if (KickStarter.saveSystem)
            {
                KickStarter.saveSystem.SetGameplayReturnTime(0.1f);
            }

            // Fixes gun sounds from not always playing
            AudioListener.pause = false;

            // Add events to climbing interactable
            if (fpPlayerEventHandler != null)
            {
                fpPlayerEventHandler.Climb.StartCallbacks += OnStartClimb;
                fpPlayerEventHandler.Climb.StopCallbacks  += OnStopClimb;
            }
                        #endif
        }
        private void Start()
        {
                        #if !UltimateFPSIsPresent
            ACDebug.LogWarning("'UltimateFPSIsPresent' must be listed in your Unity Player Setting's 'Scripting define symbols' for AC's UFPS integration to work.");
            return;
                        #else
            // Assign the UFPS components, and report warnings if they are not present
            fpCamera       = GetComponentInChildren <vp_FPCamera>();
            fpController   = GetComponentInChildren <vp_FPController>();
            fpInput        = GetComponentInChildren <vp_FPInput>();
            _audioListener = GetComponentInChildren <AudioListener>();

            if (fpController == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPController' anywhere on '" + gameObject.name + "'.");
            }
            if (fpInput == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPInput' anywhere on '" + gameObject.name + "'.");
            }
            if (fpCamera == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPCamera' anywhere on '" + gameObject.name + "'.");
            }
            if (KickStarter.settingsManager != null && KickStarter.settingsManager.movementMethod != MovementMethod.FirstPerson)
            {
                ACDebug.Log("The Ultimate FPS integration script requires the Settings Manager's 'Movement method' is set to 'First Person'");
            }

            // Tell the AC Player component that we'l be controlling movement/rotation manually during Cutscenes
            player = GetComponent <Player>();
            player.FirstPersonCamera = fpCamera.transform;
            player.SetAnimEngine(AnimationEngine.Custom);
            player.motionControl = MotionControl.Manual;

            // Assign a short delay whenever we load a saved game, to prevent firing when click
            if (KickStarter.saveSystem)
            {
                KickStarter.saveSystem.SetGameplayReturnTime(0.1f);
            }

            // Fixes gun sounds from not always playing
            AudioListener.pause = false;
                        #endif
        }
Exemple #3
0
        protected void Start()
        {
                        #if !UltimateFPSIsPresent
            ACDebug.LogError("'UltimateFPSIsPresent' must be listed in your Unity Player Setting's 'Scripting define symbols' for AC's UFPS integration to work.", this);
            return;
                        #else
            // Tell the AC Player component that we'l be controlling movement/rotation manually during Cutscenes
            player.FirstPersonCamera = fpCamera.transform;
            player.SetAnimEngine(AnimationEngine.Custom);
            player.motionControl = MotionControl.Manual;

            // Fixes gun sounds from not always playing
            AudioListener.pause = false;

            // Add events to climbing interactable
            if (fpPlayerEventHandler != null)
            {
                fpPlayerEventHandler.Climb.StartCallbacks += OnStartClimb;
                fpPlayerEventHandler.Climb.StopCallbacks  += OnStopClimb;
            }
                        #endif
        }
        private void Start()
        {
            #if !UltimateFPSIsPresent

            ACDebug.LogWarning ("'UltimateFPSIsPresent' must be listed in your Unity Player Setting's 'Scripting define symbols' for AC's UFPS integration to work.");
            return;

            #else

            // Assign the UFPS components, and report warnings if they are not present
            fpCamera = GetComponentInChildren <vp_FPCamera>();
            fpController = GetComponentInChildren <vp_FPController>();
            fpInput = GetComponentInChildren <vp_FPInput>();
            _audioListener = GetComponentInChildren <AudioListener>();

            if (fpController == null)
            {
                ACDebug.LogWarning ("Cannot find UFPS script 'vp_FPController' anywhere on '" + gameObject.name + "'.");
            }
            if (fpInput == null)
            {
                ACDebug.LogWarning ("Cannot find UFPS script 'vp_FPInput' anywhere on '" + gameObject.name + "'.");
            }
            if (fpCamera == null)
            {
                ACDebug.LogWarning ("Cannot find UFPS script 'vp_FPCamera' anywhere on '" + gameObject.name + "'.");
            }
            if (KickStarter.settingsManager != null && KickStarter.settingsManager.movementMethod != MovementMethod.FirstPerson)
            {
                ACDebug.Log ("The Ultimate FPS integration script requires the Settings Manager's 'Movement method' is set to 'First Person'");
            }

            // Tell the AC Player component that we'l be controlling movement/rotation manually during Cutscenes
            player = GetComponent <Player>();
            player.FirstPersonCamera = fpCamera.transform;
            player.SetAnimEngine (AnimationEngine.Custom);
            player.motionControl = MotionControl.Manual;

            // Assign a short delay whenever we load a saved game, to prevent firing when click
            if (KickStarter.saveSystem)
            {
                KickStarter.saveSystem.SetGameplayReturnTime (0.1f);
            }

            // Fixes gun sounds from not always playing
            AudioListener.pause = false;

            #endif
        }