void Start() { player = FirstPersonCamera.player; hint1.SetActive(false); hint2.SetActive(false); }
// Use this for initialization void Start() { inputProvider = GetComponent <CharacterInputProvider>(); playerCamera = GetComponent <FirstPersonCamera>(); characterMovement = GetComponent <CharacterMovement>(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); // // Use WalkController for movement (you can make your own PlayerController for 100% control) // Controller = new WalkController(); // // Use StandardPlayerAnimator (you can make your own PlayerAnimator for 100% control) // Animator = new StandardPlayerAnimator(); // // Use FirstPersonCamera (you can make your own Camera for 100% control) // Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
private void Start() { if (!player) { player = FirstPersonCamera.player; } zoomIn = GetComponent <PlayableDirector>(); if (!padParent || !player || !zoomIn) // 에러 방지. 뭐라도 하나라도 없으면... { tag = "Untagged"; Destroy(GetComponent <Collider>()); Destroy(GetComponent <QuickOutline>()); Destroy(this, 1f); return; } // 타임라인에 MainCamera 직접 바인딩. Why? > 에디터에서 드래그앤드랍 해도 다른 Scene이라서 로딩시에 missing. UnityEngine.Timeline.TimelineAsset timeline = zoomIn.playableAsset as UnityEngine.Timeline.TimelineAsset; zoomIn.SetGenericBinding(timeline.GetOutputTrack(3), Camera.main.gameObject); timelineDuration = timeline.duration; cam = GameObject.FindWithTag("MainCamera").GetComponent <Camera>(); rigid = GetComponent <Rigidbody>(); beforePoint = Vector3.zero; midPoint = cam.pixelRect.max / 2f; // 화면의 중앙 픽셀 위치. Handle.enabled = false; }
/// <summary> /// Called every tick, clientside and serverside. /// </summary> public override void Simulate(Client cl) { base.Simulate(cl); if (Input.Pressed(InputButton.View)) { if (Camera is not FirstPersonCamera) { Camera = new FirstPersonCamera(); } else { Camera = new ThirdPersonCamera(); } } // // Shoot a ball when Mouse1 is pressed. // if (IsServer && Input.Pressed(InputButton.Attack1) && PlayerHasPotato) { var potato = new BallEntity(); potato.Position = EyePos + EyeRot.Forward * 50; potato.Velocity = EyeRot.Forward * 1000; PlayerHasPotato = false; // We threw the potato, so we don't have it anymore. } }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; input = new InputHandler(this); this.Components.Add(input); fps = new FPS(this); this.Components.Add(fps); console = new GameConsole(this); this.Components.Add(console); camera = new FirstPersonCamera(this); this.Services.AddService(typeof(ICamera), camera); this.Components.Add(camera); baron = new Baron(this); this.Components.Add(baron); mesh = new Mesh(this); mesh.Pitch = 55; mesh.Location = new Vector3(0, 20.0f, -50.0f); mesh.Direction = new Vector3(1, 0, 0); mesh.Rotation = new Vector3(10, 0, 0); mesh.Scale = 10.0f; this.Components.Add(mesh); monkeyShots = new MonkeyShots(this); this.Components.Add(monkeyShots); }
// public List<float> angles {get { return _angles;} set { _angles = value; }} public void OnStart() { player = Common.GetStealthPlayer(); playerCamScript = GetScript <FirstPersonCamera>(Common.GetStealthPlayerCamera()); mSound = gameObject.RequireComponent <CSound>(); //mSound.Stop("Turret_Rotate.vente"); //mSound.Stop("Turret_Targetting.vente"); // mSound.Volume(0.3f); //mSound.AddSound("Turret_LaserShot.vente"); angleList = new List <float>(); angleList.Add(Angle1); angleList.Add(Angle2); // Start with the turret at the first angle currAngleIndex = 0; gameObject.transform.rotation.Angles.y = angleList[currAngleIndex]; currentState = 1; startAngle = gameObject.transform.rotation.Angles.y; angleArcOfFire = MathHelper.ToRadians(35.0f); // half angle cosAngleArcOfFire = (float)Math.Cos((double)angleArcOfFire); timerToStayOnGuard = TIME_TO_ON_GUARD; timerToRotate = TIME_TO_ROTATE; }
// Start is called before the first frame update void Start() { tag = "Player"; health = GetComponent <Health>(); firstPersonCamera = GetComponent <FirstPersonCamera>(); weaponMechanic = GetComponentInChildren <Weapon>(); }
void Start() { endingBook_script = GameObject.FindObjectOfType <RewardBook_Open>(); fpCam_Script = Camera.main.GetComponent <FirstPersonCamera>(); player_script = GameObject.FindObjectOfType <Player_HJ>(); eB_colider.enabled = true; endingBook_script.enabled = true; endingCtrller_script = GameObject.FindObjectOfType <ActionController_Ending>(); //라이트 //_lightOn_script = GameObject.FindObjectOfType<LightOn_3stage>(); //string[] res = UnityStats.screenRes.Split('x'); //Debug.Log(int.Parse(res[0]) + " " + int.Parse(res[1])); //Vector3 halfScreen; // 외곽선 OutlineController = GameObject.FindObjectOfType <DrawOutline_HJ>(); //장애물,벽 obstacleReader_script = GameObject.FindObjectOfType <ObstacleReader>(); _obstacle_layer = (1 << LayerMask.NameToLayer("Item")) + (1 << LayerMask.NameToLayer("Obstacle")); // 쪽지 매니저 notemager = FindObjectOfType <NoteManger>(); //-> 해당 스크립트는 쪽지 매니저 검사 안해도 댐 }
[SerializeField] private ForTimelineScript scripts; // 타임라인용 스크립트 클래스. private void Start() { if (GameObject.Find("CCTVs")) { cameras = GameObject.Find("CCTVs").transform.GetComponentsInChildren <Camera>(true); } Coll = GetComponent <CapsuleCollider>(); Coll.isTrigger = true; currentIdx = 0; // 기본값 0. maxIdx = cameras.Length; // 배열의 길이. IsGaming = false; IsCleared = false; player = FirstPersonCamera.player; if (cameras.Length != 0) { Camera cam = cameras[0]; if (cam.transform.parent.parent.name == "Tree_with_CCTV") { cam.transform.parent.parent.gameObject.SetActive(true); } else if (cam.transform.parent.name == "Tree_with_CCTV") { cam.transform.parent.gameObject.SetActive(true); } cam.targetTexture = currentRT; // 기본값 지정. } }
// Update is called once per frame void Update() { if (obstacleComplete) { promptAlpha = 0; canEngage = false; Destroy(GetComponent <ParticleSystem>()); } // Start obstacle dialogue upon interacting with obstacle if (Input.GetButtonUp("Interact") && canEngage) { // Lock camera rotation FirstPersonCamera cameraScript = GameObject.Find("Main Camera").GetComponent <FirstPersonCamera>(); cameraScript.lockRotation = true; // Stop velocity of player Rigidbody playerBody = GameObject.Find("Player").GetComponent <Rigidbody>(); playerBody.velocity = Vector3.zero; // Lock player movement Player playerScript = GameObject.Find("Player").GetComponent <Player>(); playerScript.lockMovement = true; // Prevewnt engagement loop canEngage = false; // Remove prompt promptAlpha = 0; // Start Dialogue when player sits in chair GetComponent <ObstacleDialogue>().startDialogue(); } }
protected override void Tick() { base.Tick(); if (Input.Pressed(InputButton.Slot1)) { Inventory.SetActiveSlot(0, true); } if (Input.Pressed(InputButton.Slot2)) { Inventory.SetActiveSlot(1, true); } if (Input.Pressed(InputButton.Slot3)) { Inventory.SetActiveSlot(2, true); } if (Input.Pressed(InputButton.Slot4)) { Inventory.SetActiveSlot(3, true); } if (Input.Pressed(InputButton.Slot5)) { Inventory.SetActiveSlot(4, true); } if (Input.Pressed(InputButton.Slot6)) { Inventory.SetActiveSlot(5, true); } if (Input.MouseWheel != 0) { Inventory.SwitchActiveSlot(Input.MouseWheel, true); } if (LifeState != LifeState.Alive) { return; } if (Input.Pressed(InputButton.View)) { if (Camera is ThirdPersonCamera) { Camera = new FirstPersonCamera(); } else { Camera = new ThirdPersonCamera(); } } if (Input.Pressed(InputButton.Drop)) { var dropped = Inventory.DropActive(); if (dropped != null) { timeSinceDropped = 0; } } }
private void Start() { if (GameObject.FindWithTag("Player")) { player = FirstPersonCamera.player; } }
// public List<float> angles {get { return _angles;} set { _angles = value; }} public void OnStart() { player = Common.GetStealthPlayer(); playerCamScript = GetScript<FirstPersonCamera>(Common.GetStealthPlayerCamera()); mSound = gameObject.RequireComponent<CSound>(); //mSound.Stop("Turret_Rotate.vente"); //mSound.Stop("Turret_Targetting.vente"); // mSound.Volume(0.3f); //mSound.AddSound("Turret_LaserShot.vente"); angleList = new List<float>(); angleList.Add(Angle1); angleList.Add(Angle2); // Start with the turret at the first angle currAngleIndex = 0; gameObject.transform.rotation.Angles.y = angleList[currAngleIndex]; currentState = 1; startAngle = gameObject.transform.rotation.Angles.y; angleArcOfFire = MathHelper.ToRadians(35.0f); // half angle cosAngleArcOfFire = (float)Math.Cos((double)angleArcOfFire); timerToStayOnGuard = TIME_TO_ON_GUARD; timerToRotate = TIME_TO_ROTATE; }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = Team == Team.Spectator ? new SpectatorController() : Team == Team.Seeker ? new SeekerController() : new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = Team != Team.Spectator; EnableDrawing = Team != Team.Spectator; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Health = 100; LifeState = LifeState.Alive; Inventory.DeleteContents(); if (Team == Team.Seeker) { Inventory.Add(new Shotgun()); Inventory.Add(new SMG()); Inventory.Add(new Pistol(), true); } Dress(); ClearAmmo(); GiveAmmo(AmmoType.Buckshot, 20); GiveAmmo(AmmoType.SMG, 200); base.Respawn(); }
public SimpleRenderer(GraphicsDevice graphicsDevice, FirstPersonCamera camera, World world, Player player) { _graphicsDevice = graphicsDevice; _camera = camera; _world = world; _player = player; }
public override void Simulate(Client cl) { //if ( cl.NetworkIdent == 1 ) // return; base.Simulate(cl); // // Input requested a weapon switch // if (Input.ActiveChild != null) { ActiveChild = Input.ActiveChild; } if (LifeState != LifeState.Alive) { return; } TickPlayerUse(); if (Input.Pressed(InputButton.View)) { if (Camera is ThirdPersonCamera) { Camera = new FirstPersonCamera(); } else { Camera = new ThirdPersonCamera(); } } if (Input.Pressed(InputButton.Drop)) { var dropped = Inventory.DropActive(); if (dropped != null) { if (dropped.PhysicsGroup != null) { dropped.PhysicsGroup.Velocity = Velocity + (EyeRot.Forward + EyeRot.Up) * 300; } timeSinceDropped = 0; SwitchToBestWeapon(); } } SimulateActiveChild(cl, ActiveChild); // // If the current weapon is out of ammo and we last fired it over half a second ago // lets try to switch to a better wepaon // if (ActiveChild is BaseDmWeapon weapon && !weapon.IsUsable() && weapon.TimeSincePrimaryAttack > 0.5f && weapon.TimeSinceSecondaryAttack > 0.5f) { SwitchToBestWeapon(); } }
// Use this for initialization private void Awake() { cController = GetComponent <CameraController>(); firstP = GetComponent <FirstPerson>(); thirdP = GetComponent <FirstPersonCamera>(); cam = GetComponent <Camera>(); }
// Start is called before the first frame update void Start() { tag = "Player"; health = GetComponent <Health>(); health.EventTakeDamage += OnTakeDamage; health.EventReciveHealth += OnReciveHealth; health.EventDeath += OnDeath; firstPersonCamera = GetComponent <FirstPersonCamera>(); normalAttack = GetComponentInChildren <Weapon>(); movement = GetComponent <Movement>(); jump = GetComponent <PlayerJump>(); command = GetComponent <PlayerCommand>(); skillTree = GetComponent <SkillTree>(); drone = FindObjectOfType <DroneAi>(); virusData = GetComponent <PlayerVirusData>(); PlayerVirusData.OnResourceChanged += PlayerVirusData_OnResourceChanged; UpdateHealthText(); ResourceText.text = virusData.ToString(); flashBaseColor = flashImage.color; }
// Start is called before the first frame update // Update is called once per frame // 특정 조건을 만족하면 뜨는데 그걸 바꿔서.. (에휴 히믇ㄹ다 // 만약 게임 오버가 되면 패널이 뜹니다. // 그리고 몇초 딜레이 뒤 // 두개의 하얀 패널이 움직이더니 쾅! 조금 세심히 움직이는걸로? - 아냐 이건 그냥 빠르게 쾅하는게 나을듯 그냥 코드로.... // 그리고 She's gone 패널의 투명도를 조절해서! 헤헤! 이러면 금방 끝이군! void Start() { //플레이어 move _animator = PlayerObj.GetComponent <Animator>(); playerController = GameObject.FindObjectOfType <Player_HJ>(); Side_Controller = GameObject.FindObjectOfType <FirstPersonCamera>(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); ClearAmmo(); SupressPickupNotices = true; Inventory.Add(new Pistol(), true); //Inventory.Add( new Shotgun() ); //Inventory.Add( new SMG() ); //Inventory.Add( new Crossbow() ); GiveAmmo(AmmoType.Pistol, 100); GiveAmmo(AmmoType.Buckshot, 8); GiveAmmo(AmmoType.Crossbow, 4); SupressPickupNotices = false; Health = 100; base.Respawn(); }
protected override void Initialize() { base.Initialize(); FpsCounter.Enable(this); var message = new DebugMessageBuilder(Corner.TopRight, Color.Black); Add(message); Add(new GridAxis(RenderContext, true)); _camera = new FirstPersonCamera(RenderContext.GraphicsDevice, Vector3.Zero, FirstPersonCamera.FirstPersonMode.Person); var player = new Player(_camera); GenerateMaze(player); Add(player); var chunkManager = GetComponents <ChunkManager>().First(); // for first maze, place player at the starting cell const int playerHeight = 2; // position the player in the center of the starting cell var start = chunkManager.GetStartCell().GetBoundingBox(); var center = (start.Min + start.Max) / 2f; var s = new Vector3(center.X, playerHeight, center.Z); _camera.SetPosition(s); UpdateDetails(); }
//private PosionGas gas; //private Colorful colorful; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; input = new InputHandler(this, true); Components.Add(input); camera = new FirstPersonCamera(this); Components.Add(camera); fps = new FPS(this, false, true); Components.Add(fps); skybox = new Skybox(this); Components.Add(skybox); //rain = new Rain(this); //Components.Add(rain); //bubbles = new Bubbles(this); //Components.Add(bubbles); //laserShield = new LaserShield(this); //Components.Add(laserShield); laserScanner = new LaserScanner(this); Components.Add(laserScanner); //gas = new PosionGas(this); //Components.Add(gas); //colorful = new Colorful(this); //Components.Add(colorful); }
void Start() { mainCamera = Camera.main; fpCamera = GetComponent <Camera>(); _animator = playerModeling.GetComponent <Animator>(); mainListener = mainCamera.GetComponent <AudioListener>(); fpListener = GetComponent <AudioListener>(); actionController = Camera.main.GetComponent <ActionController_02_VER2>(); mainCamMove_script = Camera.main.GetComponent <FirstPersonCamera>(); puzzleEnter_script = Camera.main.GetComponent <FramePuzzle_Enter>(); fpController = GameObject.FindObjectOfType <FramePuzzle_Controller>(); playerController = GameObject.FindObjectOfType <Player_HJ>(); //초기화 //mainListener.enabled = true; //fpListener.enabled = false; //게임매니저 gameMgr_script = GameObject.FindObjectOfType <GameMgr>(); }
private void Start() { isAlive = true; fpsController = GetComponent <FirstPersonController>(); firstPersonCamera = GetComponent <FirstPersonCamera>(); playerUIController = GetComponent <PlayerUIController>(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Inventory.Add(new Gun(), true); Inventory.Add(new Tool()); Inventory.Add(new PhysGun()); Inventory.Add(new GravGun()); //Inventory.Add( new BoxShooter() ); //Inventory.Add( new Welder() ); //Inventory.Add( new Thruster() ); //Inventory.Add( new Wheel() ); //Inventory.Add( new Balloon() ); //Inventory.Add( new Remover() ); //Inventory.Add( new Drone() ); base.Respawn(); }
protected override void Initialize() { player = new Player(this, new Vector3(0, 2, 0)); player.Initialize(); // New camera code camera = new FirstPersonCamera(graphics.GraphicsDevice, new ViewMatrixSettings(new Vector3(0, 5, 0), Vector3.Up, Vector3.Forward)); IsMouseVisible = true; Mouse.SetPosition(Window.ClientBounds.Width / 2, Window.ClientBounds.Height / 2); terrain = new Terrain(); Random random = new Random(); for (int x = -20; x < 20; x++) { for (int z = -20; z < 20; z++) { terrain.AddBlockAt(new IntPoint3D(x, -1, z), GraphicsDevice); if (random.Next(3) == 0) { terrain.AddBlockAt(new IntPoint3D(x, 0, z), GraphicsDevice); } } } base.Initialize(); }
void Start() { animator = GetComponent <Animator>(); //start_cuckooAni(); cameraShake_script = Camera.main.GetComponent <CameraShake>(); fpCam_Script = Camera.main.GetComponent <FirstPersonCamera>(); //0 //public UnityStandardAssets.CinematicEffects.MotionBlurEditor motionBlur_script; //UnityStandardAssets.CinematicEffects.MotionBlurEditor motionBlur = Camera.main.GetComponent<MotionBlur>(); //1 //motionBlur_script = GetComponent<MotionBlur>(); //GUI.enabled; //2 //if (boolValue == false) //{ // base.OnInspectorGUI(); // return; //} doorAni_script = GameObject.FindObjectOfType <DoorAni_cuckoo>(); player_script = GameObject.FindObjectOfType <Player_HJ>(); cpManager_script = GameObject.FindObjectOfType <ClockPuzzle_Manager>(); //AniNameHash = animator.StringToHash(EventEndAnimationName); journeyLength = Vector3.Distance(startTransform.position, endTransform.position); }
public override void Respawn() { if (grenadePooler == null) { grenadePooler = new ModelEntityPooler <BalloonGrenadeEntity>(2); } //var rand = Rand.Int( 1 ); //if ( rand == 0 ) //{ SetModel("models/citizen/citizen.vmdl"); //} else //{ // Log.Info("Clown"); // SetModel( "models/citizen_clown/citizen.vmdl" ); //} Controller = new WalkControllerBP(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); SupressPickupNotices = true; if (Inventory.Count() == 0) { Inventory.Add(new Crossbow(), false); Inventory.Add(new BalloonGrenade(), true); } SupressPickupNotices = false; Health = 100; base.Respawn(); }
void Start() { mainCamera = Camera.main; CellarCamera = GetComponent <Camera>(); mainListener = mainCamera.GetComponent <AudioListener>(); CellarListener = GetComponent <AudioListener>(); //초기화 mainListener.enabled = true; CellarListener.enabled = false; Fade_script = FindObjectOfType <FadeManager>(); actionController = mainCamera.GetComponent <ActionController_02_VER2>(); //플레이어 move playerController = GameObject.FindObjectOfType <Player_HJ>(); Side_Controller = GameObject.FindObjectOfType <FirstPersonCamera>(); _animator = playerModeling.GetComponent <Animator>(); // - 지하실문 스크립트, 문 외곽선을 위해 cellar_script = GameObject.FindObjectOfType <CellarDoorCollider>(); //게임매니저 gameMgr_script = GameObject.FindObjectOfType <GameMgr>(); }
private void OnEnable() { if (!player) { player = FirstPersonCamera.player; } }
public Player(World world) : base(new CapsuleShape(0.9f, 0.4f)) { this.world = world; this.camera = new FirstPersonCamera(this) { EyeHeight = 0.6f }; this.Material = new Material() { StaticFriction = 0.05f, KineticFriction = 0.3f, Restitution = 0.0f }; this.AllowDeactivation = false; }
public Vehicle() { CameraDefinition defaultCameraDefinition = new CameraDefinition() { Distance = 10, FPV = true, Offset = Vector3.Zero, ViewAngle = Vector2.One, Style = DrawingStyle.Normal }; FirstPersonCamera = new FirstPersonCamera(defaultCameraDefinition); ThirdPersonCamera = new ThirdPersonCamera(defaultCameraDefinition); CameraList = new Camera[0]; CurrentCamera = 1; VehicleMesh = new MeshReference(); }
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); }
public static void Reset() { isPaused = false; isOptions = false; pauseScreen = null; pauseScreenScript = null; stealth_player = null; stealthPlayerScript = null; stealthPlayerMesh = null; stealthPlayerCamera = null; stealthPlayerCamScript = null; stealthPlayerMouse = null; surveillancePlayerCam = null; surveillancePlayerStaticCameraCam = null; cameraCamScript = null; surveillancePlayerMouse = null; surveillancePlayerConsoleScreen = null; consoleScreenScript = null; surveillancePlayerConsoleText = null; surveillancePlayerConsoleCam = null; surveillancePlayerConsoleBlinkingLight = null; stealthPlayerFadeScreen = null; stickCam = null; stickCamInMap = null; stickCamInMapArea = null; stickyCamScript = null; camInMapSelector = null; noiseStatic = null; rcCar = null; rcCarCam = null; rcCarCamInMap = null; rcCarJoystick = null; camInMap = null; camInMapArea = null; camInWorld = null; cameraScreen = null; mapScreen = null; pauseOptionsScreen = null; fullscreenX = null; muteX = null; volumeFont = null; }
/* ▒██████▒▒████████▒████████ ██▒▒▒▒▒▒▒██▒▒▒▒▒▒▒▒▒▒██▒▒▒ ▒██████▒▒████████▒▒▒▒██▒▒▒ ▒▒▒▒▒▒██▒██▒▒▒▒▒▒▒▒▒▒██▒▒▒ ▒██████▒▒████████▒▒▒▒██▒▒▒ */ private void SetDefaultValue() { ResetCameraFieldOfView(); Map = UnityEngine.GameObject.Find("_Map").GetComponent<Map>(); fpc = GetComponent<FirstPersonCamera>(); }
public static FirstPersonCamera GetStealthPlayerCameraScript() { if (stealthPlayerCamScript == null) stealthPlayerCamScript = MochaScript.GetScript<FirstPersonCamera>(GetStealthPlayerCamera()); return stealthPlayerCamScript; }