// Use this for initialization void Start() { _camera = (RPGCamera)GameObject.FindObjectOfType(typeof(RPGCamera)); if (_camera == null) { throw new Exception("Could not find an RPG Camera in the scene!"); } }
// Use this for initialization void Start() { _Camera = (RPGCamera) GameObject.FindObjectOfType(typeof(RPGCamera)); if(_Camera == null) { throw new Exception("Could not find an RPG Camera in the scene!"); } }
void Start() { m_CamScript = GetComponent <RPGCamera>(); m_Animator = GetComponent <Animator>(); m_Rigidbody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); m_CapsuleHeight = m_Capsule.height; m_CapsuleCenter = m_Capsule.center; m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; m_OrigGroundCheckDistance = m_GroundCheckDistance; }
private RPGCamera m_CamScript; // RPG MMO CAMERA required private void Start() { // RPG MMO CAMERA required m_CamScript = GetComponent <RPGCamera>(); // 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.", gameObject); // 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 <ThirdPersonCharacter>(); }
public override void OnInspectorGUI() { RPGCamera script = (RPGCamera)target; GUIStyle foldoutStyle = new GUIStyle(EditorStyles.foldout); foldoutStyle.fontStyle = FontStyle.Bold; foldoutStyle.fontSize = 11; _sortedView = EditorGUILayout.Toggle("Group Variables", _sortedView); if (!_sortedView) { DrawDefaultInspector(); return; } _showGeneralSettings = EditorGUILayout.Foldout(_showGeneralSettings, "General", foldoutStyle); if (_showGeneralSettings) { script.UsedCamera = (Camera)EditorGUILayout.ObjectField("Used Camera", script.UsedCamera, typeof(Camera), true); script.UsedSkybox = (Material)EditorGUILayout.ObjectField("Used Skybox", script.UsedSkybox, typeof(Material), true); script.CameraPivotLocalPosition = EditorGUILayout.Vector3Field("Camera Pivot Local Position", script.CameraPivotLocalPosition); script.ActivateCameraControl = EditorGUILayout.Toggle("Activate Camera Control", script.ActivateCameraControl); script.AlwaysRotateCamera = EditorGUILayout.Toggle("Always Rotate Camera", script.AlwaysRotateCamera); script.RotateWithCharacter = (RotateWithCharacter)EditorGUILayout.EnumPopup("RotateWithCharacter", script.RotateWithCharacter); } _showCursorSettings = EditorGUILayout.Foldout(_showCursorSettings, "Cursor", foldoutStyle); if (_showCursorSettings) { script.CursorLockMode = (CursorLockMode)EditorGUILayout.EnumPopup("Cursor Lock Mode", script.CursorLockMode); script.HideCursorWhenPressed = EditorGUILayout.Toggle("Hide Cursor When Pressed", script.HideCursorWhenPressed); } _showMouseXSettings = EditorGUILayout.Foldout(_showMouseXSettings, "Mouse X", foldoutStyle); if (_showMouseXSettings) { script.StartMouseX = EditorGUILayout.FloatField("Start Mouse X", script.StartMouseX); script.LockMouseX = EditorGUILayout.Toggle("Lock Mouse X", script.LockMouseX); script.InvertMouseX = EditorGUILayout.Toggle("Invert Mouse X", script.InvertMouseX); script.MouseXSensitivity = EditorGUILayout.FloatField("Mouse X Sensitivity", script.MouseXSensitivity); script.ConstrainMouseX = EditorGUILayout.Toggle("Constrain Mouse X", script.ConstrainMouseX); script.MouseXMin = EditorGUILayout.FloatField("Mouse X Min", script.MouseXMin); script.MouseXMax = EditorGUILayout.FloatField("Mouse X Max", script.MouseXMax); } _showMouseYSettings = EditorGUILayout.Foldout(_showMouseYSettings, "Mouse Y", foldoutStyle); if (_showMouseYSettings) { script.StartMouseY = EditorGUILayout.FloatField("Start Mouse Y", script.StartMouseY); script.LockMouseY = EditorGUILayout.Toggle("Lock Mouse Y", script.LockMouseY); script.InvertMouseY = EditorGUILayout.Toggle("Invert Mouse Y", script.InvertMouseY); script.MouseYSensitivity = EditorGUILayout.FloatField("Mouse Y Sensitivity", script.MouseYSensitivity); script.MouseYMin = EditorGUILayout.FloatField("Mouse Y Min", script.MouseYMin); script.MouseYMax = EditorGUILayout.FloatField("Mouse Y Max", script.MouseYMax); } _showDistanceSettings = EditorGUILayout.Foldout(_showDistanceSettings, "Distance", foldoutStyle); if (_showDistanceSettings) { script.StartDistance = EditorGUILayout.FloatField("Start Distance", script.StartDistance); script.MinDistance = EditorGUILayout.FloatField("Min Distance", script.MinDistance); script.MaxDistance = EditorGUILayout.FloatField("Max Distance", script.MaxDistance); script.DistanceSmoothTime = EditorGUILayout.FloatField("Distance Smooth Time", script.DistanceSmoothTime); script.MouseScrollSensitivity = EditorGUILayout.FloatField("Mouse Scroll Sensitivity", script.MouseScrollSensitivity); script.MouseSmoothTime = EditorGUILayout.FloatField("Mouse Smooth Time", script.MouseSmoothTime); } _showAlignmentSettings = EditorGUILayout.Foldout(_showAlignmentSettings, "Alignment", foldoutStyle); if (_showAlignmentSettings) { script.AlignCharacter = (AlignCharacter)EditorGUILayout.EnumPopup("Align Character", script.AlignCharacter); script.AlignCameraWhenMoving = EditorGUILayout.Toggle("Align Camera When Moving", script.AlignCameraWhenMoving); script.SupportWalkingBackwards = EditorGUILayout.Toggle("Support Walking Backwards", script.SupportWalkingBackwards); script.AlignCameraSmoothTime = EditorGUILayout.FloatField("Align Camera Smooth Time", script.AlignCameraSmoothTime); } if (GUI.changed) { EditorUtility.SetDirty(script); } }
public void Start() { _cam = FindObjectOfType <RPGCamera>(); }
private void Awake() { GameObject character = GameObject.Find("Character"); if (character == null) { return; } RpgCamera = character.GetComponent <RPGCamera>(); RpgViewFrustum = character.GetComponent <RPGViewFrustum>(); RpgController = character.GetComponent <RPGController>(); RpgMotor = character.GetComponent <RPGMotor>(); _usedSkybox.text = "" + TestSkyboxes[0]; _cameraPivotLocalPositionX.text = "" + RpgCamera.CameraPivotLocalPosition.x; _cameraPivotLocalPositionY.text = "" + RpgCamera.CameraPivotLocalPosition.y; _cameraPivotLocalPositionZ.text = "" + RpgCamera.CameraPivotLocalPosition.z; _activateCameraControl.isOn = RpgCamera.ActivateCameraControl; _alwaysRotateCamera.isOn = RpgCamera.AlwaysRotateCamera; _rotateWithCharacter.text = RpgCamera.RotateWithCharacter.ToString(); // enum _cursorLockMode.text = RpgCamera.CursorLockMode.ToString(); // enum _hideCursorWhenPressed.isOn = RpgCamera.HideCursorWhenPressed; _lockMouseX.isOn = RpgCamera.LockMouseX; _lockMouseY.isOn = RpgCamera.LockMouseY; _invertMouseX.isOn = RpgCamera.InvertMouseX; _invertMouseY.isOn = RpgCamera.InvertMouseY; _mouseXSensitivity.text = "" + RpgCamera.MouseXSensitivity; _mouseYSensitivity.text = "" + RpgCamera.MouseYSensitivity; _constrainMouseX.isOn = RpgCamera.ConstrainMouseX; _mouseXMin.text = "" + RpgCamera.MouseXMin; _mouseXMax.text = "" + RpgCamera.MouseXMax; _mouseYMin.text = "" + RpgCamera.MouseYMin; _mouseYMax.text = "" + RpgCamera.MouseYMax; _mouseScrollSensitivity.text = "" + RpgCamera.MouseScrollSensitivity; _mouseSmoothTime.text = "" + RpgCamera.MouseSmoothTime; _minDistance.text = "" + RpgCamera.MinDistance; _maxDistance.text = "" + RpgCamera.MaxDistance; _distanceSmoothTime.text = "" + RpgCamera.DistanceSmoothTime; _alignCharacterWithCam.text = RpgCamera.AlignCharacter.ToString(); _alignCameraWhenMoving.isOn = RpgCamera.AlignCameraWhenMoving; _supportWalkingBackwards.isOn = RpgCamera.SupportWalkingBackwards; _alignCameraSmoothTime.text = "" + RpgCamera.AlignCameraSmoothTime; _occultationHandling.text = RpgViewFrustum.OcclusionHandling.ToString(); // enum _occultingLayers.text = "Default"; _fadeOutAlpha.text = "" + RpgViewFrustum.FadeOutAlpha; _fadeInAlpha.text = "" + RpgViewFrustum.FadeInAlpha; _fadeOutDuration.text = "" + RpgViewFrustum.FadeOutDuration; _fadeInDuration.text = "" + RpgViewFrustum.FadeInDuration; _enableCharacterFading.isOn = RpgViewFrustum.EnableCharacterFading; _characterFadeOutAlpha.text = "" + RpgViewFrustum.CharacterFadeOutAlpha; _characterFadeStartDistance.text = "" + RpgViewFrustum.CharacterFadeStartDistance; _characterFadeEndDistance.text = "" + RpgViewFrustum.CharacterFadeEndDistance; _walkSpeed.text = "" + RpgMotor.WalkSpeed; _runSpeed.text = "" + RpgMotor.RunSpeed; _strafeSpeed.text = "" + RpgMotor.StrafeSpeed; _airborneSpeed.text = "" + RpgMotor.AirborneSpeed; _rotatingSpeed.text = "" + RpgMotor.RotatingSpeed; _sprintSpeedMultiplier.text = "" + RpgMotor.SprintSpeedMultiplier; _backwardsSpeedMultiplier.text = "" + RpgMotor.BackwardsSpeedMultiplier; _jumpHeight.text = "" + RpgMotor.JumpHeight; _allowedAirborneMoves.text = "" + RpgMotor.AllowedAirborneMoves; _moveWithMovingGround.isOn = RpgMotor.MoveWithMovingGround; _rotateWithRotatingGround.isOn = RpgMotor.RotateWithRotatingGround; _groundObjectAffectsJump.isOn = RpgMotor.GroundObjectAffectsJump; _slidingThreshold.text = "" + RpgMotor.SlidingThreshold; _fallingThreshold.text = "" + RpgMotor.FallingThreshold; _gravity.text = "" + RpgMotor.Gravity; ToggleVariablesWindow(); _awoken = true; }
public void Start() { _cam = FindObjectOfType<RPGCamera>(); }
public void Awake() { Instance = this; }