/// <summary> /// /// </summary> void Start() { m_Demo = new vp_FPSDemoManager(Player); m_Demo.PlayerEventHandler.Register(this); m_Demo.CurrentFullScreenFadeTime = Time.time; m_Demo.DrawCrosshair = false; m_Demo.Input.MouseCursorZones = new Rect[3]; m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80); m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80); m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height); Screen.lockCursor = false; m_Demo.Camera.RenderingFieldOfView = 20; m_Demo.Camera.SnapZoom(); m_Demo.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f); // add an audio source to the camera, for playing various demo sounds m_AudioSource = (AudioSource)m_Demo.Camera.gameObject.AddComponent <AudioSource>(); // prevent regular event handler weapon switching events m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000); m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return(false); }; m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return(false); }; }
/// <summary> /// /// </summary> void Start() { m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera)); m_Demo = new vp_FPSDemoManager(Player); m_Demo.CurrentFullScreenFadeTime = Time.time; m_Demo.DrawCrosshair = false; m_Demo.Input.MouseCursorZones = new Rect[3]; m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80); m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80); m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height); Screen.lockCursor = false; m_LookPoints[1] = new Vector3(129.3f, 122, -186); m_LookPoints[2] = new Vector3(129.3f, 85, -186); m_LookPoints[3] = new Vector3(147, 85, -186); m_LookPoints[4] = new Vector3(12, 85, -214); m_LookPoints[5] = new Vector3(129, 122, -118); m_LookPoints[6] = new Vector3(125.175f, 106.1071f, -97.58212f); m_LookPoints[7] = new Vector3(119.6f, 104.2f, -89.1f); m_LookPoints[8] = new Vector3(129, 112, -150); // prevent regular event handler weapon switching events m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000); m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return(false); }; m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return(false); }; // manually register our fallimpact method with the player event handler // NOTE: this is not the typical event handler workflow. see the manual // event handler chapter for more info m_Demo.PlayerEventHandler.FallImpact.Register(this, "FallImpact", 0); }
/////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////// void Start() { m_Player = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer)); Demo = new vp_FPSDemoManager(m_Player); m_Player.LockCursor = false; m_Player.Camera.RenderingFieldOfView = 20; m_Player.Camera.SnapZoom(); m_Player.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f); // add an audio source to the camera, for playing various demo sounds m_AudioSource = (AudioSource)m_Player.Camera.gameObject.AddComponent("AudioSource"); }
/// <summary> /// /// </summary> void Start() { m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera)); m_Demo = new vp_FPSDemoManager(PlayerGameObject); m_Demo.CurrentFullScreenFadeTime = Time.time; m_Demo.DrawCrosshair = false; m_Demo.FadeGUIOnCursorLock = false; m_Demo.Input.MouseCursorZones = new Rect[2]; m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80); m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80); Screen.lockCursor = false; }
/// <summary> /// /// </summary> void Start() { if (PlayerGameObject == null) { vp_Utility.Activate(gameObject, false); Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo."); return; } m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera)); m_Demo = new vp_FPSDemoManager(PlayerGameObject); m_Demo.CurrentFullScreenFadeTime = Time.time; m_Demo.DrawCrosshair = false; m_Demo.FadeGUIOnCursorLock = false; m_Demo.Input.MouseCursorZones = new Rect[2]; m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80); m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80); vp_Utility.LockCursor = false; }
/// <summary> /// /// </summary> void Start() { if (Player == null) { vp_Utility.Activate(gameObject, false); Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo."); return; } m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera)); m_Demo = new vp_FPSDemoManager(Player); m_Demo.CurrentFullScreenFadeTime = Time.time; m_Demo.DrawCrosshair = false; m_Demo.Input.MouseCursorZones = new Rect[3]; m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80); m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80); m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height); vp_Utility.LockCursor = false; m_LookPoints[1] = new Vector3(129.3f, 122, -186); m_LookPoints[2] = new Vector3(129.3f, 85, -186); m_LookPoints[3] = new Vector3(147, 85, -186); m_LookPoints[4] = new Vector3(12, 85, -214); m_LookPoints[5] = new Vector3(129, 122, -118); m_LookPoints[6] = new Vector3(125.175f, 106.1071f, -97.58212f); m_LookPoints[7] = new Vector3(119.6f, 104.2f, -89.1f); m_LookPoints[8] = new Vector3(129, 112, -150); // prevent regular event handler weapon switching events m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000); m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return false; }; m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return false; }; // manually register our fallimpact method with the player event handler // NOTE: this is not the typical event handler workflow. see the manual // event handler chapter for more info m_Demo.PlayerEventHandler.FallImpact.Register(this, "FallImpact", 0); }
/////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////// void Start() { m_Player = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer)); m_Demo = new vp_FPSDemoManager(m_Player); m_Player.LockCursor = false; }
/////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////// void Start() { m_Player = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer)); Demo = new vp_FPSDemoManager(m_Player); m_Player.LockCursor = false; m_Player.Camera.RenderingFieldOfView = 20; m_Player.Camera.SnapZoom(); m_Player.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f); // add an audio source to the camera, for playing various demo sounds m_AudioSource = (AudioSource)m_Player.Camera.gameObject.AddComponent<AudioSource>(); }
/// <summary> /// /// </summary> void Start() { m_Demo = new vp_FPSDemoManager(Player); m_Demo.PlayerEventHandler.Register(this); m_Demo.CurrentFullScreenFadeTime = Time.time; m_Demo.DrawCrosshair = false; m_Demo.Input.MouseCursorZones = new Rect[3]; m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80); m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80); m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height); Screen.lockCursor = false; m_Demo.Camera.RenderingFieldOfView = 20; m_Demo.Camera.SnapZoom(); m_Demo.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f); // add an audio source to the camera, for playing various demo sounds m_AudioSource = (AudioSource)m_Demo.Camera.gameObject.AddComponent("AudioSource"); // prevent regular event handler weapon switching events m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000); m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return false; }; m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return false; }; }