private MouseLookScript CameraPlayerLookAt; //Skrypt LookAt off if Puzzle start void Start() { Date1 = GameObject.Find("Timeline/Date1").GetComponent <TextMeshProUGUI>(); Date2 = GameObject.Find("Timeline/Date2").GetComponent <TextMeshProUGUI>(); Date3 = GameObject.Find("Timeline/Date3").GetComponent <TextMeshProUGUI>(); Date4 = GameObject.Find("Timeline/Date4").GetComponent <TextMeshProUGUI>(); PickUpText = GameObject.Find("Canvas/PickUpText").GetComponent <Text>(); CountCollection = GameObject.Find("CollectionInterface/CollectionCountText").GetComponent <Text>(); ViewFinder = GameObject.Find("Canvas/ViewFinder").GetComponent <Image>(); InterfaceField = GameObject.Find("Interface/InterfaceField"); CollectionInterface = GameObject.Find("Canvas/CollectionInterface"); CameraPlayerLookAt = GameObject.Find("FPPlayer/CameraPlayer").GetComponent <MouseLookScript>(); //Puzzle Puzzle = GameObject.Find("Puzzle"); PuzzleHidden(); Puzzle.GetComponent <Canvas>().enabled = true; CollectionInterfaceHidden(); CollectionInterface.GetComponent <Canvas>().enabled = true; InterfaceFieldHidden(); startPosition = transform.position; currentdata = startdata; PickUpText.text = "Podnieś"; CountCollection.text = "0 / 21"; Date2.text = startdata.ToString(); }
void Start() { controller = GetComponent <CharacterController> (); cameraTransform = Camera.main.transform; iCam = Camera.main; iCamScript = iCam.GetComponent <MouseLookScript> (); //anim = GetComponent<Animator>(); }
public int patchActive; // bitflag carrier for active patches // Patches stack so multiple can be used at once // For instance, berserk + staminup + medi = 1 + 64 + 8 = 73 // This is turning on bits in the int patchActive so above would be: 01001001, // meaning 3 patches are enabled out of the 7 types (short integer has 8 bits // but the 7th bit can be used for sign +/-) void Awake() { playerHealthScript = gameObject.GetComponent <PlayerHealth>(); playerMouseLookScript = playerCamera.GetComponent <MouseLookScript>(); playerMovementScript = gameObject.GetComponent <PlayerMovement>(); SFX = GetComponent <AudioSource>(); mediFinishedTime = -1f; reflexFinishedTime = -1f; sightFinishedTime = -1f; berserk = playerCamera.GetComponent <UnityStandardAssets.ImageEffects.BerserkEffect>(); }
void Use(GameObject owner) { mouseCursor.GetComponent <MouseCursor>().cursorImage = cursorTexture; Cursor.lockState = CursorLockMode.None; MouseLookScript mlook = owner.GetComponent <PlayerReferenceManager>().playerCapsuleMainCamera.GetComponent <MouseLookScript>(); mlook.ForceInventoryMode(); // inventory mode is turned on when picking something up mlook.holdingObject = true; mlook.heldObjectIndex = useableItemIndex; mlook.heldObjectCustomIndex = customIndex; mlook.heldObjectAmmo = ammo; mlook.heldObjectAmmoIsSecondary = ammoIsSecondary; this.gameObject.SetActive(false); }
void Awake (){ isCapsLockOn = false; currentCrouchRatio = 1; bodyState = 0; originalLocalScaleY = transform.localScale.y; crouchLocalScaleY = transform.localScale.y * crouchRatio; rbody = GetComponent<Rigidbody>(); oldVelocity = rbody.velocity; //rbody.useGravity = false; mlookScript = cameraObject.GetComponent<MouseLookScript>(); capsuleHeight = GetComponent<CapsuleCollider>().height; //originalCapsuleHeight = capsuleHeight; capsuleRadius = GetComponent<CapsuleCollider>().radius; layerMask = 1 << layerGeometry; }
void Awake() { isCapsLockOn = false; currentCrouchRatio = 1; bodyState = 0; originalLocalScaleY = transform.localScale.y; crouchLocalScaleY = transform.localScale.y * crouchRatio; rbody = GetComponent <Rigidbody>(); oldVelocity = rbody.velocity; //rbody.useGravity = false; mlookScript = cameraObject.GetComponent <MouseLookScript>(); capsuleHeight = GetComponent <CapsuleCollider>().height; //originalCapsuleHeight = capsuleHeight; capsuleRadius = GetComponent <CapsuleCollider>().radius; layerMask = 1 << layerGeometry; }
void Use(GameObject owner) { tex = Const.a.useableItemsFrobIcons[useableItemIndex]; if (tex != null) { owner.GetComponent <PlayerReferenceManager>().playerCursor.GetComponent <MouseCursor>().cursorImage = Const.a.useableItemsFrobIcons[useableItemIndex]; // set cursor to this object } mlook = owner.GetComponent <PlayerReferenceManager>().playerCapsuleMainCamera.GetComponent <MouseLookScript>(); mlook.ForceInventoryMode(); // inventory mode is turned on when picking something up mlook.holdingObject = true; mlook.heldObjectIndex = useableItemIndex; mlook.heldObjectCustomIndex = customIndex; mlook.heldObjectAmmo = ammo; mlook.heldObjectAmmoIsSecondary = ammoIsSecondary; // should I assign mlook to null at this point so that I don't accidentally have a bug in multiplayer where the wrong player reference gets an object picked up // nah, I trust GetComponent to work for the owner who sent the Use command this.gameObject.SetActive(false); //we've been picked up, quick hide like you are actually in the player's hand }
/* * Collection the variables upon awake that we need. */ void Awake() { mls = GameObject.FindGameObjectWithTag("Player").GetComponent <MouseLookScript>(); player = mls.transform; mainCamera = mls.myCamera; secondCamera = GameObject.FindGameObjectWithTag("SecondCamera").GetComponent <Camera>(); cameraComponent = mainCamera.GetComponent <Camera>(); pmS = player.GetComponent <PlayerMovementScript>(); bulletSpawnPlace = GameObject.FindGameObjectWithTag("BulletSpawn"); hitMarker = transform.Find("hitMarkerSound").GetComponent <AudioSource> (); startLook = mouseSensitvity_notAiming; startAim = mouseSensitvity_aiming; startRun = mouseSensitvity_running; rotationLastY = mls.currentYRotation; rotationLastX = mls.currentCameraXRotation; }
void Awake() { //gameMaster = GameObject.Find ("GameMasterObject"); //gmobj = gameMaster.GetComponent<GameMasterObject> (); //lookAround1 = lv1TurretNorth.GetComponentInChildren<MouseLookScript> (); lookAround2 = lv1TurretWest.GetComponentInChildren <MouseLookScript> (); lookAround3 = lv1TurretEast.GetComponentInChildren <MouseLookScript> (); lookAround4 = lv2TurretWest.GetComponentInChildren <MouseLookScript> (); lookAround5 = lv2TurretEast.GetComponentInChildren <MouseLookScript> (); //mount1 = lv1TurretNorth.GetComponentInChildren<MountedTurretGuns> (); mount2 = lv1TurretWest.GetComponentInChildren <MountedTurretGuns> (); mount3 = lv1TurretEast.GetComponentInChildren <MountedTurretGuns> (); mount4 = lv2TurretWest.GetComponentInChildren <MountedTurretGuns> (); mount5 = lv2TurretEast.GetComponentInChildren <MountedTurretGuns> (); //cam1 = lv1TurretNorth.GetComponentInChildren<Camera> (); cam2 = lv1TurretWest.GetComponentInChildren <Camera> (); cam3 = lv1TurretEast.GetComponentInChildren <Camera> (); cam4 = lv2TurretWest.GetComponentInChildren <Camera> (); cam5 = lv2TurretEast.GetComponentInChildren <Camera> (); dannyWeapons = danny.GetComponent <DannyWeaponScript> (); }
void Start (){ mlookScript = cameraObject.GetComponent<MouseLookScript>(); // Get the mouselookscript to reference rotation }
void Start() { playerMovement = Player.GetComponent <PlayerMovement>(); mainCam = Player.transform.GetChild(0).GetChild(0).GetComponent <Camera>(); mouseLook = mainCam.GetComponent <MouseLookScript>(); }
void Start() { mlookScript = cameraObject.GetComponent <MouseLookScript>(); // Get the mouselookscript to reference rotation }