Esempio n. 1
0
 // Start is called before the first frame update
 void Start()
 {
     movement = GetComponent <MovementRigidBody>();
     hlth     = GetComponent <health>();
     weapon   = GetComponentInChildren <WeaponHolder>();
     ChoseCharacterTarget();
     //movement.input.Set(1.0f, 1.0f);
 }
 // Start is called before the first frame update
 void Awake()
 {
     controls         = new Controls();
     attemptingToHold = false;
     moveRB           = GetComponent <MovementRigidBody>();
     camera           = Camera.main;
     actionButton     = GetComponent <ActionButton>();
     audioSource      = GetComponent <AudioSource>();
 }
Esempio n. 3
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 // Start is called before the first frame update
 void Start()
 {
     movement = GetComponent <MovementRigidBody>();
     hlth     = GetComponent <health>();
     agent    = GetComponent <UnityEngine.AI.NavMeshAgent>();
     ChoseCharacterTarget();
     //movement.input.Set(1.0f, 1.0f);
     agent.updateRotation = false;
     agent.updatePosition = false;
 }
Esempio n. 4
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 // Start is called before the first frame update
 void Start()
 {
     source = GetComponent <AudioSource>();
     mov    = GetComponent <MovementRigidBody>();
     wep    = GetComponentInChildren <WeaponHolder>();
     anim   = GetComponentInChildren <Animator>();
     maxspd = mov.speed;
     maxspd = mov.RunSpeed;
     //InvokeRepeating("playstep", 0, 0.5f);
     photonView = PhotonView.Get(this);
 }
Esempio n. 5
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    //-/ пока не работает
    //-/ private UnityEngine.UI.Button exitButton;

    // Start is called before the first frame update
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        cube_rigidbody   = cube.GetComponent <Rigidbody>();
        cube_mov         = cube.GetComponent <MovementRigidBody>();
        Health           = this.GetComponentInParent <health>();
        weapons          = this.transform.parent.GetComponentInChildren <WeaponHolder>();
        gameMode         = GameObject.Find("Global").GetComponent <GameMode>();
        dbguisetenabled(dbguienabled);

        gameMode.OnKillRegistered += ShowKillMessage;

        UpdateKillBoardUI();

        //-/exitButton = GameObject.Find("Global").GetComponentInChildren<UnityEngine.UI.Button>();
        //-/exitButton.gameObject.SetActive(true);
    }