protected void Start()
    {
        // Cache component references
        _characterController = GetComponent <CharacterController>();
        _controllerHeight    = _characterController.height;

        // Get the main camera and cache local position within the FPS rig
        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;

        // Set initial to not jumping and not moving
        _movementStatus = PlayerMoveStatus.NotMoving;

        // Reset timers
        _fallingTimer = 0.0f;

        // Setup Mouse Look Script
        _mouseLook.Init(transform, _camera.transform);

        // Initiate Head Bob Object
        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical);

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
Esempio n. 2
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    protected void Start()
    {
        _characterController = GetComponent <CharacterController>();
        _controllerHeight    = _characterController.height;
        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;
        _movementStatus      = PlayerMoveStatus.NotMoving;
        _fallingTimer        = 0.0f;
        //初始化MouseLook脚本
        _mouseLook.Init(transform, _camera.transform);
        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical);

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
Esempio n. 3
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    void Start()
    {
        _characterController = GetComponent <CharacterController>();
        _camera = Camera.main;

        // Setup mouse look script
        _mouseLook.Init(transform, _camera.transform);

        _localSpaceCameraPos = _camera.transform.localPosition;
        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayerFootStepSound, CurveControlledBobCallbackType.Vertical);

        if (_flashLight)
        {
            _flashLight.SetActive(_flashLightOnAtStart);
        }

        _characterControllerHeight = _characterController.height;
    }
Esempio n. 4
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    protected void Start()
    {
        characterController = GetComponent <CharacterController>();
        _controllerHeight   = characterController.height;

        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;

        _movementStatus = PlayerMoveStatus.NotMoving;
        _fallingTimer   = 0;

        _mouseLook.Init(transform, _camera.transform);
        _headBob.Initialize();

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
Esempio n. 5
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    //functions

    protected void Start()
    {
        _characterController = GetComponent <CharacterController>();
        _controllerHeight    = _characterController.height;

        //searches for camera with main camera tag
        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;
        print(_localSpaceCameraPos);

        _movementStatus = PlayerMoveStatus.NOTMOVING;

        _fallingTimer = 0.0f;

        _mouseLook.Init(transform, _camera.transform);

        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayFootstepSound, CurveControlledBobCallbackType.VERTICAL);

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
        protected override void Start()
        {
            base.Start();

            m_InputActions.Enable();
            m_MoveAction        = m_InputActions["Player/Move"];
            m_RunAction         = m_InputActions["Player/Run"];
            m_LookAction        = m_InputActions["Player/Look"];
            m_JumpAction        = m_InputActions["Player/Jump"];
            m_FlyAction         = m_InputActions["Player/Fly"];
            m_FlyDownAction     = m_InputActions["Player/Fly Down"];
            m_CursorStateAction = m_InputActions["Player/Cursor State"];

            m_Camera          = GetComponentInChildren <Camera>();
            m_CameraTransform = m_Camera.GetComponent <Transform>();
            m_FluidInteractor = GetComponent <FluidInteractor>();

            m_FirstPersonLook.Initialize(m_Transform, m_CameraTransform, true);
            m_HeadBob.Initialize(m_CameraTransform);
            m_JumpBob.Initialize();

            m_OriginalCameraPosition = m_CameraTransform.localPosition;
            m_StepCycle = 0f;
            m_NextStep  = m_StepCycle * 0.5f;

            m_RunAction.performed         += SwitchRunMode;
            m_JumpAction.performed        += SwitchJumpMode;
            m_FlyAction.performed         += SwitchFlyMode;
            m_FlyDownAction.performed     += SwitchFlyDownMode;
            m_CursorStateAction.performed += SwitchCursorState;

            BlockInteraction interaction = GetComponent <BlockInteraction>();

            interaction.Initialize(m_Camera, this);
            interaction.enabled = true;
        }
    protected void Start()
    {
        // component references
        characterController = GetComponent <CharacterController>();
        controllerHeight    = characterController.height;

        // Get the main camera and save its local position within the FPS rig
        _camera             = Camera.main;
        localSpaceCameraPos = _camera.transform.localPosition; //every frame can generate offset frm this vector, so now rounding errors

        // Set movementStatus to not jumping and not moving
        movementStatus = PlayerMoveStatus.NotMoving;

        // Reset timers
        fallingTimer = 0.0f;

        // Setup Mouse Look Script. Uses MouseLook script thats already available.
        mouseLook.Init(transform, _camera.transform);

        // Initiate Head Bob Object
        headBob.Initialize();
        //Plays footstep sound when YplayHead passes the 1.5 second mark
        headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical);

        //Make sure the game starts wuth flashlight set to inactive
        if (flashLight)
        {
            flashLight.SetActive(false);
        }

        //All sprites in inventory set to inactive
        m4Sprite.enabled      = false;
        shotgunSprite.enabled = false;
        keySprite.enabled     = false;
        endKeySprite.enabled  = false;
    }