/// <summary>
	/// hooks up the component object as the inspector target
	/// </summary>
	public virtual void OnEnable()
	{

		m_Component = (vp_FootstepManager)target;
		m_Component.SetDirty(true);

	}
    /// <summary>
    ///
    /// </summary>
    public virtual void DoSurfaceTypesFoldout()
    {
        vp_FootstepManager[] footstepManagers = vp_FootstepManager.FootstepManagers;

        if (footstepManagers == null || footstepManagers.Length == 0)
        {
            EditorGUILayout.HelpBox("Could not find a vp_FootstepManager component in the hierarchy.", MessageType.Info);
            return;
        }

        vp_FootstepManager footstepManager = footstepManagers[0];

        if (footstepManager == null)
        {
            EditorGUILayout.HelpBox("Could not find a vp_FootstepManager component in the hierarchy.", MessageType.Info);
            return;
        }

        List <vp_FootstepManager.vp_SurfaceTypes> SurfaceTypes = footstepManager.SurfaceTypes;

        if (SurfaceTypes == null || SurfaceTypes.Count == 0)
        {
            EditorGUILayout.HelpBox("No surface types have been added to the footstep manager.", MessageType.Info);
            return;
        }

        string[] surfaces = new string[SurfaceTypes.Count];
        for (int i = 0; i < SurfaceTypes.Count; ++i)
        {
            vp_FootstepManager.vp_SurfaceTypes surface = SurfaceTypes[i];
            surfaces[i] = surface.SurfaceName;
        }

        GUILayout.Space(15);

        GUILayout.BeginHorizontal();
        EditorGUILayout.Popup("Surface Type", m_Component.SurfaceID, surfaces);
        GUILayout.EndHorizontal();

        GUILayout.Space(15);
    }
Esempio n. 3
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 /// <summary>
 /// hooks up the component object as the inspector target
 /// </summary>
 public virtual void OnEnable()
 {
     m_Component = (vp_FootstepManager)target;
     m_Component.SetDirty(true);
 }
Esempio n. 4
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    // Use this for initialization
    protected override void Awake()
    {
        base.Awake();

        // initial setup
        m_Audio = GetComponent<AudioSource>();
        m_CharacterController = gameObject.GetComponent<CharacterController>();
        m_Controller = (vp_FPController)transform.root.GetComponentInChildren(typeof(vp_FPController));
        m_Player  = (ac_FPParkourEventHandler)transform.root.GetComponentInChildren(typeof(ac_FPParkourEventHandler));
        m_Camera = GetComponentInChildren<vp_FPCamera>();
        m_Transform = transform;
        m_FootstepManager = (vp_FootstepManager)transform.root.GetComponentInChildren(typeof(vp_FootstepManager));

        m_currentDoubleJump = DoubleJumpCount ;
        m_CanWallRunAgain = Time.time;
        m_CanDashAgain = Time.time;
        m_CanGroundslideAgain = Time.time;

        // spawn the parkour arm at world origin and hide it
        if(ParkourArmPrefab != null)
        {
            ParkourArmPrefab = (GameObject)Object.Instantiate(ParkourArmPrefab,Vector3.zero,Quaternion.identity);
            ParkourArmPrefab.SetActive(false);
        }
    }