RaydraPlayerz ThePlayer; //!reference to the RaydraPlayerz object that holds this RaydraWeapon object void Start() { Bolts = new List <RaydraProjectile>(); for (int i = 0; i < Bolts.Count; ++i) { Bolts[i] = null; //initialize the array elements to null } X8Animator = this.GetComponentInParent <Animator>(); WeaponCharger = new RaydraCharger(1); //find the player object ThePlayer = GetComponentInParent <RaydraPlayerz>(); X8Animator.SetBool("Shoot", false); X8Animator.SetBool("Phase", false); X8Animator.SetBool("Tackle", false); X8Animator.SetBool("WeaponCharged", false); TheBall = FindObjectOfType <RaydraCellz>(); }
/** Start the initialization of variable */ void Start() { TheBall = FindObjectOfType <RaydraCellz>(); //find the RaydraCell in the scene editor GameObject ControlHub = GameObject.Find("ControlHub"); ShootPoint = GameObject.FindGameObjectWithTag("ShootPoint"); // GoalSphere =GameObject.FindGameObjectWithTag("GoalPoint"); //Get the line rendered that is attached to this game object LineRenderer[] CameraDrawLineArray = CameraOrientationDrawLine.GetComponents <LineRenderer>(); LineRenderer[] PlayerDrawLineArray = PlayerOrientationDrawLine.GetComponents <LineRenderer>(); //OrientationDrawLine = OrientationDrawLineArray[0]; //GetComponent<Animator>() returns and array, so we are just grabbing the first element X8Animator = this.GetComponents <Animator>()[0]; if (CameraOrientationDrawLine == null)//return null if there is problem { return; } //if(CameraDrawLine == null CharacterDrawLine = PlayerDrawLineArray[0]; CharacterDrawLine.SetPosition(0, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z)); CharacterDrawLine.SetPosition(1, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z + 1)); CameraDrawLine = CameraDrawLineArray[0]; CameraDrawLine.SetPosition(0, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z)); CameraDrawLine.SetPosition(1, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z + 1)); CharacterDrawLine.SetWidth(.05f, .05f); CameraDrawLine.SetWidth(.05f, .05f); Hub = ControlHub.GetComponent <CentralHub>(); ThePlayer = GetComponent <RaydraPlayerz>(); //new RaydraPlayer (this.gameObject); ThePlayer.MyCamera.transform.LookAt(CameraFocus.transform.position, CameraFocus.transform.up); //initial the camera to the focus point vector PlayerDrawLineVector = ThePlayer.p_v3PlayerToFocusVect = ThePlayer.MyCamera.transform.position - CameraFocus.transform.position; //initialize the camera to the player ThePlayer.p_v3PlayerToCameraVect = CameraFocusOverHead.transform.position - ThePlayer.MyCamera.transform.position; //get the length of the camera to focus point vector PlayerToFocusLength = Math.Abs(ThePlayer.p_v3PlayerToFocusVect.magnitude); //get the length of player to the camera PlayerToCameraLength = Math.Abs(ThePlayer.p_v3PlayerToCameraVect.magnitude); ThePlayer.p_fCameraAnglePhi = Vector3.Angle(new Vector3(0, 1, 0), ThePlayer.p_v3PlayerToCameraVect); ThePlayer.p_fCameraAngleTheta = Vector3.Angle(new Vector3(1, 0, 0), ThePlayer.p_v3PlayerToCameraVect); ThePlayer.p_fCameraAnglePhi = (int)ThePlayer.p_fCameraAnglePhi; ThePlayer.p_fCameraAngleTheta = (int)ThePlayer.p_fCameraAngleTheta; ThePlayer.p_fPlayerToFocusAnglePhi = (int)Vector3.Angle(new Vector3(0, 1, 0), ThePlayer.p_v3PlayerToFocusVect); ThePlayer.p_fPlayerToFocusAngleTheta = (int)Vector3.Angle(new Vector3(1, 0, 0), ThePlayer.p_v3PlayerToFocusVect); if (ThePlayer.p_v3PlayerToFocusVect.z < 0) { ThePlayer.p_fPlayerToFocusAngleTheta = 360 - ThePlayer.p_fPlayerToFocusAngleTheta; //make sure that the angle is at the correct corridinate } if (ThePlayer.p_v3PlayerToCameraVect.z < 0) { ThePlayer.p_fCameraAngleTheta = 360 - ThePlayer.p_fCameraAngleTheta; //make sure that the angle is at the correct corridinate } //The player orientation or direction the player is walking is always the direction that the camera is looking. PlayerDrawLineVector.y = originalY; PlayerDrawLineVector.x = originalX; PlayerDrawLineVector.z = originalZ; InitialHorizontalControllerPosition1 = Input.GetAxis("RightHorizontal"); //give the initial Horizontal poistion InitialVerticalControllerPosition1 = Input.GetAxis("RightVertical"); InitialHorizontalControllerPosition0 = Input.GetAxis("LeftHorizontal"); //give the initial Horizontal poistion InitialVerticalControllerPosition0 = Input.GetAxis("RightVertical"); X8Animator.SetFloat("Speed", 0); X8Animator.SetBool("Jump", false); X8Animator.SetBool("RunJump", false); X8Animator.SetBool("Tackle", false); X8Animator.SetBool("Shoot", false); X8Animator.SetBool("ThrowBall", false); X8Animator.SetBool("ChargedRun", false); X8Animator.SetBool("StrafeRight", false); X8Animator.SetBool("StrafeLeft", false); X8Animator.SetBool("WeaponCharged", false); StateInfo = X8Animator.GetCurrentAnimatorStateInfo(0); ThePlayer.pRidgidBody = GetComponent <Rigidbody>(); ThePlayer.p_Collider = GetComponent <CapsuleCollider>();//get a reference to the first collider connected to this object turnSpeed = 2; InitialStrafeAxisValue = .16f; InitialRightFlipperValue = -.05f; //this is initail value of the right pressure button InitialLeftFlipperValue = InitialStrafeAxisValue; //this is initail value of the right pressure button ThePlayer.MyCamera.transform.LookAt(CameraFocus.transform.position, Vector3.up); }