void Start() { pContr = GameObject.FindWithTag("Player").GetComponent<PlayerController>(); scrPC = GetComponent<PointingCamera>(); scrMOI = GetComponent<MouseOrbitImproved>(); mLook = GameObject.FindWithTag("Player").GetComponent<MouseLook>(); }
void Start() { mouseLook = main_Camera.GetComponent("MouseLook") as MouseLook; animation.Stop(); animation.wrapMode = WrapMode.Loop; animationComponent["Handgun_idle"].layer = 1; animationComponent["Handgun_idle"].speed = 0.25f; animationComponent["Handgun_idle_fire"].layer = 1; animationComponent["Handgun_idle_fire"].speed = 0.25f; animationComponent["Handgun_reload"].layer = 2; animationComponent["Handgun_reload"].speed = 1.5f; animationComponent["Handgun_reload"].weight = 1f; animationComponent["Handgun_reload"].wrapMode = WrapMode.Once; target = wrist_shoot.position; forearm_length = Vector3.Distance (elbow.position, wrist.position); upper_length = Vector3.Distance (shoulder.position, elbow.position); dist = Vector3.Magnitude(re_pos.position - shoulder.position); e_angle = Vector3.Angle(elbow.position - wrist.position, elbow.position-shoulder.position) - Mathf.Rad2Deg*Mathf.Acos(-(dist*dist - forearm_length*forearm_length - upper_length*upper_length)/(2f*forearm_length*upper_length)); s_angle = Mathf.Rad2Deg*Mathf.Acos(-(forearm_length*forearm_length-upper_length*upper_length - dist*dist)/(2*upper_length*dist)) - Vector3.Angle (shoulder.position - elbow.position, shoulder.position - re_pos.position); }
// Use this for initialization void Start () { audioSource.clip = audio; mouse = player.GetComponent<MouseLook>(); motor = player.GetComponent<CharacterMotor>(); triggered = false; charControl = player.GetComponent<CharacterController>(); }
void Awake() { cameraScript = GetComponent<MouseLook>(); cameraScript2 = camera.GetComponent<MouseLook>(); controllerScript = GetComponent<CharacterMotor>(); shotScript = GetComponent<Shot>(); if (photonView.isMine) { this.camera.camera.enabled=true; cameraScript.enabled = true; cameraScript2.enabled = true; controllerScript.canControl = true; shotScript.enabled=true; } else { this.camera.camera.enabled=false; cameraScript.enabled = false; cameraScript2.enabled = false; controllerScript.canControl = false; shotScript.enabled=false; } gameObject.name = gameObject.name + photonView.viewID.ID; }
// Use this for initialization void Start() { //Get Script components mouseAim = GetComponent<MouseLook>(); //On start screen the MouseLook script shouldn't be on mouseAim.enabled = false; }
// Use this for initialization void Start() { TargetCameraObject = FirstPersonCameraDock; FromCameraObject = TopDownCameraDock; CameraMouseLook = GetComponent<MouseLook>(); }
void Awake() { fpsi=(FPSInputController)FindObjectOfType(typeof(FPSInputController)); cc=(CharacterController)FindObjectOfType(typeof(CharacterController)); ml=(MouseLook)FindObjectOfType(typeof(MouseLook)); pc = (PlayerClicker)FindObjectOfType(typeof(PlayerClicker)); }
void Start () { mouseLook = GetComponent<MouseLook>(); textureUI = new RenderTexture((int)Screen.width, (int)Screen.height, 24, RenderTextureFormat.ARGB32); textureUI.Create(); cameraUI.targetTexture = textureUI; Shader.SetGlobalTexture("_UITexture", textureUI); textureNextPanorama = new RenderTexture((int)Screen.width, (int)Screen.height, 24, RenderTextureFormat.ARGB32); textureNextPanorama.Create(); cameraNextPanorama.targetTexture = textureNextPanorama; Shader.SetGlobalTexture("_PanoramaNextTexture", textureNextPanorama); textureNone = new Texture2D(1, 1); textureNone.SetPixel(0, 0, new Color(1,0,0,0)); textureNone.Apply(); cursorRender = GetComponentInChildren<Renderer>(); cursorRender.material.mainTexture = textureNone; Gate[] gateArray = GameObject.FindObjectsOfType<Gate>(); List<Vector3> positionList = new List<Vector3>(); for (int i = 0; i < gateArray.Length; ++i) { Gate gate = gateArray[i]; if (gate.anotherGate != null && gate.transitionType == Gate.TransitionType.Fade) { positionList.Add(gate.transform.position); } } Vector3[] positionArray = positionList.ToArray(); GameObject.FindObjectOfType<ParticleCloud>().SetPositionArray(positionArray); }
// Use this for initialization void Start () { drifter = GetComponent<FirstPersonDrifter>(); mouseLook = GetComponent<MouseLook>(); mouseLookVert = Camera.main.GetComponent<MouseLook>(); arcBall = holdPosition.GetComponent<ArcBall>(); currentTarget = holdPositionTarget; }
public override void StateOnStart() { shipsText = GameObject.Find("Ships").GetComponent<TextMesh>(); scoreText = GameObject.Find("Score").GetComponent<TextMesh>(); myshieldMesh = GameObject.Find("ShieldPlayerT").GetComponent<MeshRenderer>(); player = GameObject.Find("Player").GetComponent<MouseLook>(); // shipsAtScene }
// Use this for initialization void Start() { this.gameObject.layer = 2; startRot = new Vector3(xStartRotation, 0.0f, 0.0f); transform.rotation = Quaternion.Euler(startRot); ml = GameObject.Find("PlayerCamera").GetComponent<MouseLook>(); rb = GetComponent<Rigidbody>(); speed = speedOriginal; }
public void Start() { warpPosition = warpReset; controller = GetComponent<CharacterController>(); playerHander = GetComponent<PlayerHandler>(); mouseLook = GetComponent<MouseLook>(); camera = GetComponentInChildren<Camera>(); animator = GetComponent<Animator>(); mouseLook.Init(transform, camera.transform); }
// Use this for initialization void Start() { characterMouseLook = GetComponent<MouseLook> (); mcamera = GameObject.Find("Main Camera").GetComponent<MouseLook> (); fpscontroller = GetComponent<FPSInputController> (); motion = GameObject.Find ("Arms").GetComponent<MotionScript> (); inventory = GameObject.Find ("Inventory").GetComponent<InventarScript> (); inventory.pausedTheGame (false); tutorial = GameObject.Find ("Tut").GetComponent<TutScript> (); }
void Awake() { // Variables to hold the scripts on other game objects so that we can manipulate them from this script mouse = pc.GetComponent <MouseLook> (); movement = pc.GetComponent <CharacterMotor> (); cam = Camera.main.GetComponent <MouseLook> (); talk = pc.GetComponent <playerScript> (); menu = holder.GetComponent <menuScript> (); inventory = holder.GetComponent <cameraScript> (); message = text.GetComponent <uiSystem> (); }
// Use this for initialization private void Start() { crosshairRift = GameObject.FindGameObjectWithTag("CrosshairRift").GetComponent<MeshRenderer>(); //crosshairVive = GameObject.FindGameObjectWithTag("CrosshairVive").GetComponent<MeshRenderer>(); gazeEye = GameObject.Find("[CameraRig]/Camera (head)/Camera (eye)").GetComponent<TestRaycast>(); mouseLook = GameObject.Find("[CameraRig]/Camera (head)").GetComponent<MouseLook>(); playerRig = GameObject.Find("[CameraRig]"); var vrSpace = GameObject.Find("[SteamVR]").transform.position; }
public void Initialize() { foreach (GameObject g in GameObject.FindGameObjectsWithTag("Player")) { if (g.GetComponent<MouseController>() != null) { mouseController = g.GetComponent<MouseController>(); mouseLook1 = g.GetComponent<MouseLook>(); } } mouseLook2 = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<MouseLook>(); //tempCrossHairTexture = mouseController.crosshairTexture; interactLabel = mouseController.interactLabel; }
void Start () { currentWorld = spawnWorld; this.transform.position = currentWorld.transform.position; rayDirection = new Vector3(Input.mousePosition.x, Input.mousePosition.y); ui = GetComponent<Interface>(); fx = GameObject.FindObjectOfType<FX>(); transition = GameObject.FindObjectOfType<Transition>(); mouseLook = GameObject.FindObjectOfType<MouseLook>(); }
// Use this for initialization void Start() { mouseScript1 = player1.transform.gameObject.GetComponent<MouseLook>(); mouseCameraScript1 = camera1.transform.gameObject.GetComponent<MouseLook>(); moveScript1 = player1.transform.gameObject.GetComponent<FPSInputController>(); mouseScript2 = player2.transform.gameObject.GetComponent<MouseLook>(); mouseCameraScript2 = camera2.transform.gameObject.GetComponent<MouseLook>(); moveScript2 = player2.transform.gameObject.GetComponent<FPSInputController>(); pauseMenu.SetActive(false); paused = false; }
// Use this for initialization void Awake() { movementScript = gameObject.GetComponent<CharacterMotor>(); mouseScript = gameObject.GetComponent<MouseLook>(); fpsScript = gameObject.GetComponent<FPSInputController>(); // Find the level manager object and script GameObject goLevelManager = GameObject.Find("Level Manager"); if(goLevelManager) { levelManagerScript = goLevelManager.GetComponent<LevelManager>(); } }
void Start () { player = GameObject.FindObjectOfType<Player>(); mouseLook = GameObject.FindObjectOfType<MouseLook>(); ui = GameObject.FindObjectOfType<Interface>(); audioListener = GameObject.FindObjectOfType<AudioListener>().transform; filterPlanet = GameObject.FindObjectOfType<FilterPlanet>(); Shader.SetGlobalFloat("_InterpolationRatio", 0f); Shader.SetGlobalFloat("_IsSphereTransition", 0f); Shader.SetGlobalVector("_HoleDirection", Vector3.up); audioListener.position = player.transform.position; }
// Use this for initialization void Start() { mouseLook = Camera.mainCamera.GetComponent<MouseLook>(); mouseFollow = Camera.mainCamera.GetComponent<SmoothFollowCS>(); //set camera mouseFollow.enabled = false; mouseFollow.target = gameObject.transform; mouseFollow.targetLocation = gameObject.transform.position; sender = GetComponent<NetworkLaunchMessageSender>(); //GUI initializers owners = new List<int>(); myGUI = this.GetComponent<PlayerGUI>(); guiText = (GUIText)GameObject.Find("GUI Text").GetComponent<GUIText>(); }
// Use this for initialization void Start() { mouseScript1 = player1.transform.gameObject.GetComponent<MouseLook>(); mouseCameraScript1 = camera1.transform.gameObject.GetComponent<MouseLook>(); moveScript1 = player1.transform.gameObject.GetComponent<FPSInputController>(); mouseScript2 = player2.transform.gameObject.GetComponent<MouseLook>(); mouseCameraScript2 = camera2.transform.gameObject.GetComponent<MouseLook>(); moveScript2 = player2.transform.gameObject.GetComponent<FPSInputController>(); redScore = 0; blueScore = 0; winnerDeclared = false; scoreLimit = 100; gameOverCamera.SetActive(false); gameOver.SetActive(false); winnerPanel.SetActive(false); }
void Start () { currentWorld = spawnWorld; this.transform.position = currentWorld.transform.position; rayDirection = new Vector3(0.5f, 0.5f, 1f); ui = GetComponent<Interface>(); fx = GameObject.FindObjectOfType<FX>(); voice = GameObject.FindObjectOfType<Voice>(); transition = GameObject.FindObjectOfType<Transition>(); mouseLook = GameObject.FindObjectOfType<MouseLook>(); audioListener = GameObject.FindObjectOfType<AudioListener>().transform; StartCoroutine(transition.Intro(gateSpawn)); }
public void AssignData() { if (GameObject.FindGameObjectWithTag("Player") != null) { look = GameObject.FindGameObjectWithTag("Player").GetComponent<MouseLook>(); look.sensitivityX = mouseXSensitivity; look.sensitivityY = mouseYSensitivity; MouseLook look2 = GameObject.FindGameObjectWithTag("Player").transform.FindChild("Main Camera").GetComponent<Camera>().GetComponent<MouseLook>(); look2.sensitivityX = mouseXSensitivity; look2.sensitivityY = mouseYSensitivity; GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerStats>().difficulty = difficulty; runner = GameObject.FindGameObjectWithTag("Player").GetComponent<Cryomancer>(); runner.changeMaxIce(playerMaxIce); } }
void Awake() { cameraScript2 = this.GetComponent<MouseLook>(); shotScript = this.GetComponent<Shot>(); if (photonView.isMine) { //MINE: local player, simply enable the local scripts cameraScript2.enabled = true; shotScript.enabled = true; } else { cameraScript2.enabled = false; shotScript.enabled = false; } gameObject.name = gameObject.name + photonView.viewID.ID; }
//private pictureScript pic; void Awake() { // Variables to hold the scripts on other game objects so that we can manipulate them from this script mouse = pc.GetComponent <MouseLook> (); //movement = pc.GetComponent <CharacterMotor> (); cam = Camera.main.GetComponent <MouseLook> (); inventory = this.GetComponent <cameraScript> (); message = text.GetComponent <uiSystem> (); cursor = gui.GetComponent <guiSystem> (); //pic = picture.GetComponent <pictureScript> (); if (Application.loadedLevel == 3) { talk = SH.GetComponent <playerScript> (); } else { talk = pc.GetComponent <playerScript> (); } }
private void Start() { QualitySettings.shadowDistance = 100; Weapon = GameObject.Find("weapon"); isShow = false; // Get runtime builder main class runtimeBuilder = (uteRuntimeBuilder) this.gameObject.GetComponent<uteRuntimeBuilder>(); // Set Raycast distance (to not let build far away) runtimeBuilder.SetRaycastDistance(3.0f); // Set snapping to be fixed 1.0f runtimeBuilder.SetSnapOption("fixed"); // Set fixed raycast position from Screen point (form center of the screen) runtimeBuilder.SetFixedRaycastPosition(new Vector2(Screen.width/2,Screen.height/2)); // Get mcraft Category mCraftCategory = runtimeBuilder.GetCategoryByCategoryName("mcraft"); // Get mouseLook component to disable or enable looking if UI shown if(!GameObject.Find("iOSControls")) { isiOSExample = false; mouseLookX = GameObject.Find("First Person Controller").GetComponent<MouseLook>(); mouseLookY = GameObject.Find("First Person Controller/Main Camera").GetComponent<MouseLook>(); } else { isiOSExample = true; // Disale shadows for iOS GameObject.Find("Directional light").GetComponent<Light>().shadows = LightShadows.None; } StartCoroutine(GenerateMapProcedurally()); }
// Used for initialization void Start () { _gameStateInstance = this; players = new List<Team>(); players.Add(new Team(bocceBallPrefabTeam1, "BLUE TEAM", blueTeamBanner)); players.Add(new Team(bocceBallPrefabTeam2, "RED TEAM", redTeamBanner)); currentTeam = players[0]; ballSet = new List<GameObject>(); GameObject.Instantiate(playerPrefab); // now that the player is created, store a reference to its MouseLook component mouseLook = (MouseLook)FindObjectOfType(typeof(MouseLook)); GameObject.Instantiate(guiPrefab); mouseLook.toggleMouseLock(); menuFunction = resetGame; gameMenuMessage = "Play Next Round"; gameState = State.Menu; }
// Use this for initialization void Start () { //set button dimensions SetButtonDimensions(); // just making this shit up fontSize = (int)(Screen.width / 24.4f); pauseMenuStyle.fontSize = fontSize; fovSlider = Camera.main.fieldOfView; camMouseLook = Camera.main.GetComponent<MouseLook>(); capsuleMouseLook = GameObject.FindWithTag("Player").GetComponent<MouseLook>(); sensitivitySlider = capsuleMouseLook.sensitivityX; // save the default values defaultFOV = fovSlider; defaultSensitivity = sensitivitySlider; RememberInvertY(); RememberFOV(); RememberSensitivity(); }
// Use this for initialization void Awake() { if (!Effects && GetComponent<Effects> ()) Effects = GetComponent<Effects> (); else if (!Effects) Effects = (Effects) gameObject.AddComponent<Effects> (); EnemyGC2 = enemyGC2; DontDestroyOnLoad (gameObject); PlayerManager.Players.Add (this); Walk = GetComponent<Walk> (); Punch = GetComponent<Punch> (); Health = GetComponent<Health> (); Mana = GetComponent<Mana> (); TurnBody = TB; TurnHead = TH; EnemyLOS = enemyLOS; SpawnLOS = spawnLOS; walk = Walk; health = Health; punch = Punch; mana = Mana; }
private void Start() { mouseLook = gameObject.GetComponent<FirstPersonController>().m_MouseLook; //Reemplazar por el objeto de camara questTrack = GetComponent<QuestTracker>(); questTrackerPanel.gameObject.SetActive(false); }
void Start() { movementController = GetComponent <CharacterController>(); mouseLook = GetComponent <MouseLook>(); }
public static void DoAction(ActionWithObject action) { Stopwatch SW = new Stopwatch(); SW.Start(); MouseLook scriptMouseLook = GameObject.Find("Player").GetComponent <MouseLook>(); Zoom scriptZoom = GameObject.Find("Player").GetComponent <Zoom>(); scriptMouseLook.enabled = true; scriptZoom.enabled = true; //Cursor.visible = false; //Cursor.lockState = CursorLockMode.Locked; GameObject gameObjectUnityApi = GameObject.Find("UnityAPI"); UnityApiScript unityApiScript = gameObjectUnityApi.GetComponent <UnityApiScript>(); var gameObject = GameObject.Find("UnityAPI"); Logging log = gameObject.GetComponent <Logging>(); switch (action.typeEvent) { case "Rotate": var jsonParametersRotateGameObject = new JsonParametersRotateGameObject { ObjectName = action.objectName, Angle = JsonUtility.FromJson <Vector3>(action.parameter), IsSpecific = true, IsLocal = true }; string json = JsonUtility.ToJson(jsonParametersRotateGameObject); unityApiScript.RotateGameObject(json); SW.Stop(); break; case "ChangeShader": var jsonParametersShaderGameObject = new JsonParametersShaderGameObject { ObjectName = action.objectName, shaderName = action.parameter }; string json1 = JsonUtility.ToJson(jsonParametersShaderGameObject); unityApiScript.ChangeShader(json1); SW.Stop(); break; case "ChangePositionObject": var param = JsonUtility.FromJson <Vector3>(action.parameter); var jsonParametersPositionGameObject = new JsonParametersPositionGameObject { ObjectName = action.objectName, Position = param, SetNew = true }; string json2 = JsonUtility.ToJson(jsonParametersPositionGameObject); unityApiScript.ChangePositionObject(json2); SW.Stop(); break; case "HideObject": var jsonParametersHideGameObject = new BaseJsonParametrs { ObjectName = action.objectName }; string json3 = JsonUtility.ToJson(jsonParametersHideGameObject); unityApiScript.HighGameObject(json3); SW.Stop(); break; case "UnHideObject": var jsonParametersUnHideGameObject = new BaseJsonParametrs { ObjectName = action.objectName }; string json4 = JsonUtility.ToJson(jsonParametersUnHideGameObject); unityApiScript.UnHighGameObject(json4); SW.Stop(); break; case "UseTable": //var param1 = JsonUtility.FromJson<Vector3[]>(action.parameter); //var jsonParametersUseGameObject = new JsonParametersUseTableGameObject //{ // Angle = param1[1], // Position = param1[0] //}; //string json4 = JsonUtility.ToJson(jsonParametersUseGameObject); //unityApiScript.RotateGameObject(json4); //GameObject.Find(action.parameter).transform.eulerAngles var targetGO = GameObject.Find(action.parameter); TablesScript tablesScript = targetGO.GetComponent <TablesScript>(); if (GameObject.Find(action.objectName + action.parameter) != null) { break; } GameObject newTable = Instantiate(GameObject.Find(action.objectName)); newTable.name = action.objectName + " " + action.parameter; newTable.transform.parent = targetGO.transform; // BoxCollider box = newTable.AddComponent<BoxCollider>(); OnChose onChose = newTable.transform.GetChild(0).GetChild(0).GetComponent <OnChose>(); if (onChose) { onChose.enabled = false; } var boxCollider = newTable.transform.GetChild(0).GetChild(0).transform.GetComponent <BoxCollider>(); //boxCollider.enabled = false; //newTable.transform.eulerAngles = new Vector3(-90f, -90f, 270f); //newTable.transform.eulerAngles = new Vector3(-0,3641f, 0,2124f, 0,102f); var jsonParametersRotateGameObject1 = new JsonParametersRotateGameObject { ObjectName = newTable.name, //action.objectName, Angle = tablesScript.localRotation, //new Vector3(-180f, -1.525879e-05f, -1.525879e-05f),//GameObject.Find(action.parameter).transform.eulerAngles IsSpecific = true, IsLocal = true }; string json5 = JsonUtility.ToJson(jsonParametersRotateGameObject1); unityApiScript.RotateGameObject(json5); var jsonParametersPositionGameObject1 = new JsonParametersPositionGameObject { ObjectName = newTable.name, //action.objectName, Position = tablesScript.localPosition, //new Vector3(-0.121457f, 1.350971f, 3.714326f),//GameObject.Find(action.parameter).transform.position SetNew = true }; string json6 = JsonUtility.ToJson(jsonParametersPositionGameObject1); unityApiScript.ChangePositionObject(json6); InitSceneScript scriptSetActive = GameObject.Find("Player").GetComponent <InitSceneScript>(); EProject eProject = scriptSetActive.eProject; eProject.InventoryItemCurrent = null; if (eProject.GameObjectInventoryItemCurrent) { GameObject.Destroy(eProject.GameObjectInventoryItemCurrent); } //InitSceneScript scriptSetActive = GameObject.Find("Player").GetComponent<InitSceneScript>(); //EProject eProject = scriptSetActive.eProject; //eProject.InventoryItemCurrent = null; SW.Stop(); break; case "DestroyObject": var jsonParametersDestroyGameObject = new BaseJsonParametrs { ObjectName = action.objectName }; string json7 = JsonUtility.ToJson(jsonParametersDestroyGameObject); unityApiScript.DestroyGameObject(json7); SW.Stop(); break; case "Check": UnityEngine.Debug.Log("ПРОВЕРКА"); break; } InitSceneScript initSceneScript = GameObject.Find("Player").GetComponent <InitSceneScript>(); initSceneScript._eventListener.SendMessageToSR(action.ElementRef, action.ActionRef, action.InventoryItemRef); log.logs.Add(new LogElement { dataTime = DateTime.Now, name = action.logName, objName = action.objectName, timeExecution = SW.ElapsedMilliseconds.ToString() }); showAction = false; //Cursor.visible = true; //Cursor.lockState = CursorLockMode.None; }
void Awake() { Instance = this; }
private void Start() { playerMovement = player.GetComponent <PlayerMovement>(); mouseLook = Camera.main.GetComponent <MouseLook>(); }
void Start() { _mouseLook = GetComponentInChildren <MouseLook>(); _controllerMove = GetComponent <ControllerMove>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <MouseLook>(); }