void Awake() { m_AttackInputWait = new WaitForSeconds(k_AttackInputDuration); s_Instance = this; m_entity = GetComponent <NetworkEntity>(); m_controller = GetComponent <PlayerController>(); }
protected IEnumerator Transition(GameObject transitioningGameObject, bool releaseControl, Vector3 destinationPosition, bool fade) { m_Transitioning = true; if (releaseControl) { if (m_PlayerInput == null) { m_PlayerInput = FindObjectOfType <PlayerMyController>(); } m_PlayerInput.ReleaseControl(); } if (fade) { yield return(StartCoroutine(ScreenFader.FadeSceneOut())); } transitioningGameObject.transform.position = destinationPosition; if (fade) { yield return(StartCoroutine(ScreenFader.FadeSceneIn())); } if (releaseControl) { m_PlayerInput.GainControl(); } m_Transitioning = false; }
void Awake() { if (Instance != this) { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); m_PlayerInput = FindObjectOfType <PlayerMyController>(); if (initialSceneTransitionDestination != null) { SetEnteringGameObjectLocation(initialSceneTransitionDestination); ScreenFader.SetAlpha(1f); StartCoroutine(ScreenFader.FadeSceneIn()); initialSceneTransitionDestination.OnReachDestination.Invoke(); } else { m_CurrentZoneScene = SceneManager.GetActiveScene(); m_ZoneRestartDestinationTag = SceneTransitionDestination.DestinationTag.A; } }
protected virtual void ExecuteOnEnter(Collider other) { PlayerMyController sender = other.GetComponent <PlayerMyController>(); if (sender == null) { return; } sender.PlayerTakeWeapon(weapon); OnEnter.Invoke(); }
void Awake() { m_AttackInputWait = new WaitForSeconds(k_AttackInputDuration); s_Instance = this; m_entity = GetComponent <NetworkEntity>(); m_controller = GetComponent <PlayerController>(); var pos = FrontEnd.World.Instance.fPlayer.pos; var rot = FrontEnd.World.Instance.fPlayer.rot; //this.transform.position = new Vector3(pos.x, pos.y, pos.z); //this.transform.rotation = new Quaternion(rot.x, rot.y, rot.z, rot.w); }
void Awake() { if (Instance != this) { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); m_PlayerInput = FindObjectOfType <PlayerMyController>(); }
public void InitMine() { m_mine = true; cameraSettings = FindObjectOfType <CameraSettings>(); if (cameraSettings != null) { cameraSettings.follow = transform; cameraSettings.lookAt = transform.Find("HeadTarget"); } m_myController = GetComponent <PlayerMyController>(); s_Instance = this; }
public void InitMine() { m_mine = true; gameObject.name = "FPLAYER"; cameraSettings = FindObjectOfType <CameraSettings>(); FrontEnd.World.Instance.fPlayer.refreshAttr(); if (cameraSettings != null) { cameraSettings.follow = transform; cameraSettings.lookAt = transform.Find("HeadTarget"); } m_myController = GetComponent <PlayerMyController>(); s_Instance = this; }
protected IEnumerator Transition(string newSceneName, SceneTransitionDestination.DestinationTag destinationTag, TransitionPoint.TransitionType transitionType = TransitionPoint.TransitionType.DifferentZone) { m_Transitioning = true; PersistentDataManager.SaveAllData(); if (m_PlayerInput == null) { m_PlayerInput = FindObjectOfType <PlayerMyController>(); } if (m_PlayerInput) { m_PlayerInput.ReleaseControl(); } yield return(StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.Loading))); PersistentDataManager.ClearPersisters(); yield return(SceneManager.LoadSceneAsync(newSceneName)); m_PlayerInput = FindObjectOfType <PlayerMyController>(); if (m_PlayerInput) { m_PlayerInput.ReleaseControl(); } PersistentDataManager.LoadAllData(); SceneTransitionDestination entrance = GetDestination(destinationTag); SetEnteringGameObjectLocation(entrance); SetupNewScene(transitionType, entrance); if (entrance != null) { entrance.OnReachDestination.Invoke(); } yield return(StartCoroutine(ScreenFader.FadeSceneIn())); if (m_PlayerInput) { m_PlayerInput.GainControl(); } m_Transitioning = false; }