private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <HumanCharacter>(); m_CharacterAim = GetComponent <New_Movement>(); col = GetComponent <CapsuleCollider>(); startHeight = col.height; anim = GetComponent <Animator>(); weaponManager = GetComponent <WeaponManager>(); cameraFunctions = Camera.main.transform.root.GetComponent <FreeCameraLook>(); offsetCross = cameraFunctions.crosshairOffsetWiggle; }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<HumanCharacter>(); m_CharacterAim = GetComponent<New_Movement>(); col = GetComponent<CapsuleCollider>(); startHeight = col.height; anim = GetComponent<Animator>(); weaponManager = GetComponent<WeaponManager>(); cameraFunctions = Camera.main.transform.root.GetComponent<FreeCameraLook>(); offsetCross = cameraFunctions.crosshairOffsetWiggle; }