public void Start() { /* Set collision defaults. */ wallHitSpeed.x = activeSpeed; jumpVelRatio = jumpVelocityMin / jumpVelocityMax; // Vxmax = (Vxmax * Vymin) / Vymin wallFrictionDown = 1; wallStickTime = 0; animController = (CAnimationController)FindObjectOfType(typeof(CAnimationController)); }
public void OnStart() { if (gameObject.transform.GetParent() != null) { gameObject.transform.SetParent(null); } speedX = 0; speedZ = 0; currSpeed = speedNormal; speedWhenJumped = 0.0f; canJump = true; // playerBox is actually my own gameObject playerBox = gameObject; // GameObject.GetGameObjectByName("PlayerBoxCollider"); playerBoxMesh = playerBox.RequireComponent <CMeshRenderer>(); playerBoxMesh.setEnabled(false); playerCamera = Common.GetStealthPlayerCamera(); playerCamScript = GetScript <FirstPersonCamera>(playerCamera); player = Common.GetStealthPlayerMesh(); anim = player.RequireComponent <CAnimationController>(); anim.mIsPlaying = true; playerPhysics = gameObject.RequireComponent <CPhysics>(); playerPhysics.mColliderType = 1; idle = new State(smc, State_Idle_Enter, State_Idle_Update, State_Idle_Exit); move = new State(smc, State_Move_Enter, State_Move_Update, State_Move_Exit); jump = new State(smc, State_Jump_Enter, State_Jump_Update, State_Jump_Exit); crouch = new State(smc, State_Crouch_Enter, State_Crouch_Update, State_Crouch_Exit); sprinting = new State(smc, State_Sprinting_Enter, State_Sprinting_Update, State_Sprinting_Exit, 0.5f); sprinting.NextState = sprinting; notsprinting = new State(smc, State_NotSprinting_Enter, State_NotSprinting_Update, State_NotSprinting_Exit); smc.SetState(idle); sprint_smc.SetState(notsprinting); footstepID = GetSoundComponent().GetUniqueEvent("P1_FOOTSTEPS.vente", 0); }