void Start()
        {
            for (int i = 0; i < crosshairs.Length; i++)
            {
                crosshairs[i].gameObject.SetActive(false);
            }

            crosshairs[index].gameObject.SetActive(true);
            activeCrosshair = crosshairs[index];
        }
 public void DefineCrosshairByName(string name)
 {
     for (int i = 0; i < crosshairs.Length; i++)
     {
         if (string.Equals(crosshairs[i].name, name))
         {
             activeCrosshair = crosshairs[i];
             break;
         }
     }
 }
Exemple #3
0
        // Use this for initialization
        void Start()
        {
            crosshairManager = CrosshairManager.GetInstance();
            //Debug.Log(crosshairManager.activeCrosshair);
            crosshair = crosshairManager.activeCrosshair.GetComponent <Crosshair>();

            camProperties = FreeCameraLook.GetInstance();
            camPivot      = camProperties.transform.GetChild(0);
            camTrans      = camPivot.GetChild(0);
            shakeCam      = camPivot.GetComponentInChildren <ShakeCamera>();

            states = GetComponent <StateManager>();

            shotLayerMask = ~(1 << gameObject.layer |
                              1 << LayerMask.NameToLayer("Enclos") |
                              1 << LayerMask.NameToLayer("Wolf") |
                              1 << LayerMask.NameToLayer("Leurre") |
                              1 << LayerMask.NameToLayer("Trap") |
                              1 << LayerMask.NameToLayer("ignoreLayer"));
            shotLayerMask        = shotLayerMask & ~(1 << LayerMask.NameToLayer("Default"));
            states.shotLayerMask = shotLayerMask;

            camLayerMask = ~(1 << gameObject.layer |
                             1 << LayerMask.NameToLayer("Terrain") |
                             1 << LayerMask.NameToLayer("Wolf") |
                             1 << LayerMask.NameToLayer("Leurre") |
                             1 << LayerMask.NameToLayer("Trap") |
                             1 << LayerMask.NameToLayer("ignoreLayer"));

            fenceCollision = false;

            gameObject.AddComponent <HandleMovement_Player>();
            hMove  = GetComponent <HandleMovement_Player>();
            player = GetComponent <Player>();

            states.isPlayer = true;
            states.Init();
            hMove.Init(states, this);
            player.Init();

            FixPlayerMeshes();
        }
 public void DefineCrosshairByIndex(int findIndex)
 {
     activeCrosshair = crosshairs[findIndex];
 }