public override void _Ready()
    {
        aimTarget = GetNode <AimTarget>("AimTarget");
        if (aimTarget == null)
        {
            GD.PushError("AimTarget reference not found!");
        }


        aimRay = GetNode <RayCast>("InterpolatedCamera/AimRay");
        if (aimRay == null)
        {
            GD.PushError("AimRay reference not found!");
        }

        camera = GetNode <InterpolatedCamera>("InterpolatedCamera");
        if (camera == null)
        {
            GD.PushError("InterpolatedCamera reference not found!");
        }

        springArm = GetNode <SpringArm>("SpringArm");
        if (springArm == null)
        {
            GD.PushError("SpringArm reference not found!");
        }

        _positionStart = this.Translation;

        // node transformations only in Global Space
        SetAsToplevel(true);

        WaitForParentNode();
    }
        public override void _Ready()
        {
            _animationTree = GetNode <AnimationTree>("AnimationTree");
            _playerModel   = GetNode <Spatial>("PlayerModel");
            _shootFrom     = _playerModel.GetNode <Position3D>(@"Robot_Skeleton/Skeleton/GunBone/ShootFrom");
            _colorRect     = GetNode <ColorRect>("ColorRect");
            _crosshair     = GetNode <TextureRect>("Crosshair");
            _fireCooldown  = GetNode <Timer>("FireCooldown");

            _cameraBase      = GetNode <Spatial>("CameraBase");
            _cameraAnimation = _cameraBase.GetNode <AnimationPlayer>(@"Animation");
            _cameraRot       = _cameraBase.GetNode <Spatial>(@"CameraRot");
            _cameraSpringArm = _cameraRot.GetNode <SpringArm>(@"SpringArm");
            _cameraCamera    = _cameraSpringArm.GetNode <CameraNoiseShakeEffect>(@"Camera");

            _soundEffects     = GetNode <Node>("SoundEffects");
            _soundEffectJump  = _soundEffects.GetNode <AudioStreamPlayer>(@"Jump");
            _soundEffectLand  = _soundEffects.GetNode <AudioStreamPlayer>(@"Land");
            _soundEffectShoot = _soundEffects.GetNode <AudioStreamPlayer>(@"Shoot");

            _initialPosition = Transform.origin;
            _gravity         =
                Convert.ToSingle(ProjectSettings.GetSetting("physics/3d/default_gravity")) *
                (Vector3)ProjectSettings.GetSetting("physics/3d/default_gravity_vector");

            // Pre-initialize orientation transform.
            _orientation        = _playerModel.GlobalTransform;
            _orientation.origin = new Vector3();
        }
Esempio n. 3
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    // Use this for initialization
    protected override void Start()
    {
        base.Start();

        target    = transform.Find("Target");
        targetArm = target.gameObject.GetComponent <SpringArm>();

        gun = transform.Find("Gun");

        canon = gun.Find("Canon");

        enemyTarget = new List <Transform>();

        canShoot = true;

        targetArm.setUseRotationLimits(false, false, false);

        //switch that determines the initial orientation of the turret
        switch (_orientation)
        {
        case orientation.North:
            targetArm.addRotation(0, 180, 0);
            targetArm.setMinLimits(-30, 150, 0);
            targetArm.setMaxLimits(30, 210, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;

        case orientation.West:
            targetArm.addRotation(0, 90, 0);
            targetArm.setMinLimits(-30, 60, 0);
            targetArm.setMaxLimits(30, 120, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;

        case orientation.South:
            targetArm.setMinLimits(-30, -30, 0);
            targetArm.setMaxLimits(30, 30, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;

        case orientation.East:
            targetArm.addRotation(0, 270, 0);
            targetArm.setMinLimits(-30, 240, 0);
            targetArm.setMaxLimits(30, 300, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;
        }


        posses = canvas.transform.GetChild(0).Find("Posses").GetComponent <Button>();
        if (gameMode is GameModeManager)
        {
            posses.onClick.AddListener((gameMode as GameModeManager).enableShootMode);
        }

        aimReticle = Instantiate(aimReticleObj, GameObject.Find("LocalUI").transform);
        aimReticle = aimReticle.transform.GetChild(0).gameObject;
        aimReticle.SetActive(false);
    }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        camera        = Camera.main.gameObject.GetComponent <SpringArm>();
        canRotate     = true;
        gameMode      = GetComponent <GameModeManager>();
        initialConfig = camera.getConfig();

        min = boundTRmin.position;
        max = boundTRmax.position;
    }
Esempio n. 5
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    private void DamageCameraShake()
    {
        SpringArm.GetInstance().DoShakeCamera(0.5f, 0.1f);
        float intensity = (HeroCharacter.GetInstance().CurrentHealth % 3 == 0) ? 1f : 0.3f;

        //If the heart piece is the last in the container(3 pieces),
        //then the screen flashes with more intensity

        DoFlashOverlay(1f, intensity);
    }
 public override void OnSpawn()
 {
     base.OnSpawn();
     Invoke("CleanProjectile", fLifeSpan);       //Clean from scene after delay
     if (owner == Owner.PLAYER_UNIT)
     {
         SpringArm.GetInstance().DoShakeCamera(0.1f, 0.1f);
     }
     moveDir = transform.forward; //default value if we fail to set it in the weapon
 }
Esempio n. 7
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        public CameraPostUpdateSystem(Contexts context) : base(context)
        {
            _playerContext       = context.player;
            _freeMoveContext     = context.freeMove;
            _baseCollisionLayers = UnityLayers.CameraCollidableLayerMask;

            _archoroffsetArm = new SpringArm();
            _postOffsetArm   = new SpringArm();
            _offsetArm       = new SpringArm();

            _archoroffsetArm.Set(0.2f, 0.2f, 5, _baseCollisionLayers);
            _postOffsetArm.Set(0.12f, 0.5f, 5, _baseCollisionLayers);
            _offsetArm.Set(0.1f, 0.02f, 5, _baseCollisionLayers);
        }
    // Use this for initialization
    void Start()
    {
        camera  = this.GetComponent <SpringArm>();
        cameras = new List <cameraConfig>();
        cameras.Add(targetList[0].getConfig());
        cameras.Add(targetList[1].getConfig());
        cameras.Add(new cameraConfig(targetList[1].getConfig().target, 30, new Vector3(0, 7, 0), new Vector3(0, 15, -1.5f), true, Vector3.zero, 0.5f, 10, false));
        cameras.Add(new cameraConfig(targetList[1].getConfig().target, 1, new Vector3(0, 1.5f, 0), new Vector3(0, 1.5f, -1), true, Vector3.zero, 20, 10, false));
        cameras.Add(new cameraConfig(targetList[1].getConfig().target, 20, Vector3.zero, new Vector3(0, 15, -1), false, new Vector3(0, 0, 0), 20, 10, false));
        cameras.Add(new cameraConfig(targetList[1].getConfig().target, 20, Vector3.zero, new Vector3(0, 0, -1), false, new Vector3(30, 0, 0), 2, 10, false));
        cameras.Add(new cameraConfig(targetList[1].getConfig().target, 20, Vector3.zero, new Vector3(0, 0, -1), false, new Vector3(30, 0, 0), 2, 10, true));


        currentTarget = cameras[0];
        camera.changeTarget(currentTarget);
    }
Esempio n. 9
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 private void Start()
 {
     camController = GetComponent <CameraController>();
     camera        = camController.getCamera();
 }
Esempio n. 10
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 private void Awake()
 {
     instance = this;
 }