// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); cameraLockScript = player.transform.GetComponent <CameraLock>(); offset = transform.position - player.transform.position; }
// Use this for initialization void Start() { //Cursor.lockState =CursorLockMode.Locked; anim = this.GetComponent <Animator>(); cam = Camera.main; characterRigidbody = this.GetComponent <Rigidbody>(); //controller = this.GetComponent<CharacterController>(); updateCharStats = FindObjectOfType <CharacterStats>(); weapon = FindObjectOfType <CharacterStats>().GetWeapon(); currentWeapon = Weapon.Armed; if (weaponBack.transform.Find(weapon.ToString())) { weaponBack.transform.Find(weapon.ToString()).gameObject.SetActive(true); } else if (weapon == Weapon.Armed) { weaponHanded_WeaponManager.transform.Find(weapon.ToString()).gameObject.SetActive(true); } if (weaponHanded_WeaponManager.GetComponent <WeaponManager>()) { weaponManager = weaponHanded_WeaponManager.GetComponent <WeaponManager>(); } else { Debug.LogWarning("WeaponHanded is missing WeaponManager!"); } Speed = updateCharStats.getSpeed(); cameraLock = FindObjectOfType <CameraLock>(); capsuleCollider = GetComponent <CapsuleCollider>(); defaultPlayerHeight = capsuleCollider.height; defaultPlayerCenter = capsuleCollider.center; }
void Start() { spawnScript = GameObject.Find("PlayerSpawner").GetComponent <PlayerSpawn>(); focusPoint = GameObject.Find("CameraSmoother").GetComponent <CameraLock>(); playerHud = GetComponentInChildren <MeshRenderer>(); playerHud.enabled = false; }
void Awake() { dialogue = new Queue <Dialogue>(); cameraLock = FindObjectOfType <CameraLock>(); optionManager = FindObjectOfType <OptionManager>().gameObject; afterDialogue = new CSV_Action("", ""); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); Vector3 rot = transform.localRotation.eulerAngles; rotY = rot.y; rotX = rot.x; cameraLock = FindObjectOfType <CameraLock>(); }
void Awake() { if(cameraLock == null) //If manager doesn't exist, create one { DontDestroyOnLoad(gameObject); cameraLock = this; } else if(cameraLock != null) //if manager does exist, destroy this copy { Destroy(gameObject); } cameraLock = this; }
// Start is called before the first frame update void Start() { cam = Camera.main; charStats = FindObjectOfType <CharacterStats>(); cameraLock = FindObjectOfType <CameraLock>(); anim = GetComponent <Animator>(); characterController = GetComponent <CharacterController>(); weaponManager = transform.GetComponentInChildren <WeaponManager>(); m_cameraLock = cameraLock.GetCameraLock(); if (charStats.GetHavingWeapon().ToString() != Weapon.Armed.ToString()) { weaponBack.transform.Find(charStats.GetHavingWeapon().ToString()).gameObject.SetActive(true); } defaultPlayerHeight = characterController.height; defaultPlayerCenter = characterController.center; }
//shadowpro true创建对像 false销毁对象 public void ShadowProCreateOrDestroy(bool v) { if (v) { if (m_entity is PlayerObj && shadowPro == null) { if (shadowPro == null) { Object obj = CoreEntry.gResLoader.Load("Effect/common/fx_shadow_pro"); if (obj == null) { LogMgr.LogError("找不到 prefab: " + "Effect/common/fx_shadow_pro"); return; } shadowPro = GameObject.Instantiate(obj) as GameObject; } if (shadowPro != null) { shadowPro.transform.localScale = Vector3.one; shadowPro.transform.localPosition = Vector3.zero; shadowPro.transform.localRotation = Quaternion.identity; CameraLock cl = shadowPro.GetComponent <CameraLock>(); if (cl != null) { cl.m_TargetObj = m_entity.gameObject; } } } } else { if (shadowPro != null) { Object.DestroyImmediate(shadowPro); shadowPro = null; } } }
public override void _Ready() { CameraLock = GetNode <CameraLock>("CameraLock"); WeaponLock = GetNode <WeaponLock>("CameraLock/WeaponLock"); }
private void Awake() { joystickMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <MoveState>(); cameraLock = Camera.main.gameObject.GetComponent <CameraLock>(); }
private void Awake() { cameraLock = Camera.main.gameObject.GetComponent <CameraLock>(); player = transform; }
void Start() { playerAudio = GameObject.Find("SFXPlayer").GetComponent<AudioSource>(); m_normalGravity = rigid2D.gravityScale; camera = GameObject.Find("Main Camera").GetComponent<CameraLock>(); }
public void SetModel(string showSkills, int mainModelID, int weaponModelId, int wingModelID, bool doubleBlade, int audioID, int enterAudioID) { CancelInvoke(); CoreEntry.gAudioMgr.PlayUISound(audioID); actionNames = new string[3] { "skill003", "skill002", "skill001" }; if (!string.IsNullOrEmpty(showSkills)) { string[] ids = showSkills.Split('#'); if (null != ids && ids.Length > 0) { actionNames = new string[ids.Length]; for (int i = 0; i < ids.Length; i++) { int id = 0; int.TryParse(ids[i], out id); LuaTable skillCfg = ConfigManager.Instance.Skill.GetSkillConfig(id); if (null != skillCfg) { int actionID = 0; int.TryParse(skillCfg.Get <string>("skill_action"), out actionID); LuaTable skillActionCfg = ConfigManager.Instance.Skill.GetSkillActionConfig(actionID); if (null != skillActionCfg) { actionNames[i] = skillActionCfg.Get <string>("animation"); } } } } } mModelCfg = ConfigManager.Instance.Common.GetModelConfig(mainModelID); if (mModelCfg == null) { LogMgr.UnityLog("CreatureDisplayId : " + mainModelID); return; } string mModelPath = mModelCfg.Get <string>("skllogin"); GameObject rolePrefab = CoreEntry.gResLoader.Load(mModelPath) as GameObject; if (rolePrefab == null) { LogMgr.UnityLog("模型路径错误: " + mModelPath); return; } PlayerAgent agent = rolePrefab.GetComponent <PlayerAgent>(); if (null != agent) { agent.enabled = false; } if (mRoleModel != null) { GameObject.DestroyImmediate(mRoleModel); } mRoleModel = (GameObject)Instantiate(rolePrefab); if (null == modelParent) { modelParent = GameObject.Find(Path).gameObject; } mRoleModel.transform.parent = modelParent.transform; mRoleModel.transform.localPosition = Vector3.zero; mRoleModel.transform.localScale = Vector3.one; mRoleModel.transform.localRotation = Quaternion.Euler(Vector3.zero); CommonTools.SetMainLayer(mRoleModel, mainModelID); LuaTable armModelCfg = ConfigManager.Instance.Common.GetModelConfig(weaponModelId); if (null != armModelCfg) { rolePrefab = CoreEntry.gResLoader.Load(armModelCfg.Get <string>("skl")) as GameObject; if (null != rolePrefab) { GameObject weaponObj = (GameObject)Instantiate(rolePrefab); if (null != weaponObj) { CommonTools.SetMainLayer(weaponObj, weaponModelId); if (doubleBlade) { Transform hand = mRoleModel.transform.DeepFindChild("DM_R_Hand"); Transform weapon = weaponObj.transform.Find("DM_R_wuqi01"); if (null != hand && null != weapon) { weapon.SetParent(hand); weapon.localPosition = Vector3.zero; weapon.localRotation = Quaternion.identity; } else { if (null == hand) { LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_R_Hand", mainModelID, mModelPath)); } if (null == weapon) { LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_R_wuqi01", weaponModelId, rolePrefab)); } } hand = mRoleModel.transform.DeepFindChild("DM_L_Hand"); weapon = weaponObj.transform.Find("DM_L_wuqi01"); if (null != hand && null != weapon) { weapon.SetParent(hand); weapon.localPosition = Vector3.zero; weapon.localRotation = Quaternion.identity; } else { if (null == hand) { LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_L_Hand", mainModelID, mModelPath)); } if (null == weapon) { LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_L_wuqi01", weaponModelId, rolePrefab)); } } Destroy(weaponObj); } else { Transform hand = mRoleModel.transform.DeepFindChild("DM_R_Hand"); if (null != hand) { weaponObj.transform.SetParent(hand); weaponObj.transform.localPosition = Vector3.zero; weaponObj.transform.localRotation = Quaternion.identity; } else { LogMgr.UnityError(string.Format("modelID:{0} prefab:{1} has no point:DM_R_Hand", mainModelID, mModelPath)); } } } } } LuaTable wingCfg = ConfigManager.Instance.Common.GetModelConfig(wingModelID); if (null != wingCfg) { rolePrefab = CoreEntry.gResLoader.Load(wingCfg.Get <string>("skl")) as GameObject; if (null != rolePrefab) { GameObject wingObj = (GameObject)Instantiate(rolePrefab); if (null != wingObj) { CommonTools.SetMainLayer(wingObj, wingModelID); Transform backTran = mRoleModel.transform.DeepFindChild("E_back"); wingObj.transform.parent = backTran; wingObj.transform.localPosition = Vector3.zero; wingObj.transform.localRotation = Quaternion.identity; wingObj.SetActive(true); } } } mAnimator = mRoleModel.gameObject.GetComponent <Animation>(); if (mAnimator.GetClip("enter001")) { mAnimator.Play("enter001"); Invoke("Do3DModleStandbyAni", mAnimator["enter001"].clip.length); m_lastActionOverTime = mAnimator["enter001"].clip.length + Time.time; m_enterFinishTime = mAnimator["enter001"].clip.length + Time.time; } //shadow if (shadowPro == null) { if (SettingManager.Instance.PicSetting == 3) { UnityEngine.Object obj = CoreEntry.gResLoader.Load("Effect/common/fx_shadow_pro"); if (obj == null) { LogMgr.LogError("找不到 prefab: " + "Effect/common/fx_shadow_pro"); return; } shadowPro = GameObject.Instantiate(obj) as GameObject; } } if (shadowPro != null) { shadowPro.transform.localScale = Vector3.one; shadowPro.transform.localPosition = Vector3.zero; shadowPro.transform.localRotation = Quaternion.identity; CameraLock cl = shadowPro.GetComponent <CameraLock>(); if (cl != null) { cl.m_TargetObj = mRoleModel; } } //UnityEngine.Object obj = CoreEntry.gResLoader.Load("Effect/common/fx_shadow"); //if (obj == null) //{ // return; //} //GameObject blob = GameObject.Instantiate(obj) as GameObject; //blob.transform.parent = mRoleModel.transform; //blob.transform.localScale = new Vector3(3.0f, 3.0f, 3.0f); //blob.transform.localPosition = Vector3.zero; mAudioSource = mRoleModel.GetComponent <AudioSource>(); if (null == mAudioSource) { mAudioSource = mRoleModel.AddComponent <AudioSource>(); } if (null != mAudioSource) { if (!CoreEntry.cfg_bEaxToggle) { return; } string path = AudioMgr.GetAudioPath(enterAudioID); if (path == null) { LogMgr.UnityError("无效音效ID:" + enterAudioID); return; } AudioClip clip = (AudioClip)CoreEntry.gResLoader.Load(path, typeof(AudioClip)); if (clip == null) { LogMgr.UnityError("音效配置错误 路径:" + path + " id" + enterAudioID); return; } mAudioSource.spatialBlend = 0f; mAudioSource.minDistance = 1.0f; mAudioSource.maxDistance = 5000; mAudioSource.rolloffMode = AudioRolloffMode.Linear; mAudioSource.clip = clip; mAudioSource.Play(); } }
// Start is called before the first frame update void Start() { cameraLock = FindObjectOfType <CameraLock>(); }