protected override void Awake() { instance = this; base.Awake(); cam = GetComponentInChildren <Camera>().transform; pivot = cam.parent.parent; //take the correct pivot }
// 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(); }