Esempio n. 1
0
        // Use this for initialization
        void Start()
        {
            crosshairManager = CrosshairManager.GetInstance();
            //Debug.Log(crosshairManager.activeCrosshair);
            crosshair = crosshairManager.activeCrosshair.GetComponent <Crosshair>();

            camProperties = FreeCameraLook.GetInstance();
            camPivot      = camProperties.transform.GetChild(0);
            camTrans      = camPivot.GetChild(0);
            shakeCam      = camPivot.GetComponentInChildren <ShakeCamera>();

            states = GetComponent <StateManager>();

            shotLayerMask = ~(1 << gameObject.layer |
                              1 << LayerMask.NameToLayer("Enclos") |
                              1 << LayerMask.NameToLayer("Wolf") |
                              1 << LayerMask.NameToLayer("Leurre") |
                              1 << LayerMask.NameToLayer("Trap") |
                              1 << LayerMask.NameToLayer("ignoreLayer"));
            shotLayerMask        = shotLayerMask & ~(1 << LayerMask.NameToLayer("Default"));
            states.shotLayerMask = shotLayerMask;

            camLayerMask = ~(1 << gameObject.layer |
                             1 << LayerMask.NameToLayer("Terrain") |
                             1 << LayerMask.NameToLayer("Wolf") |
                             1 << LayerMask.NameToLayer("Leurre") |
                             1 << LayerMask.NameToLayer("Trap") |
                             1 << LayerMask.NameToLayer("ignoreLayer"));

            fenceCollision = false;

            gameObject.AddComponent <HandleMovement_Player>();
            hMove  = GetComponent <HandleMovement_Player>();
            player = GetComponent <Player>();

            states.isPlayer = true;
            states.Init();
            hMove.Init(states, this);
            player.Init();

            FixPlayerMeshes();
        }
Esempio n. 2
0
    public void Init()
    {
        maxHealth    = 100;
        actualHealth = maxHealth;
        respawnWait  = new WaitForSeconds(respawnDelay);
        healTickWait = new WaitForSeconds(healTick);
        spawnPoint.position.Set(spawnPoint.position.x, 1.72f, spawnPoint.position.z);

        anim   = GetComponent <Animator>();
        states = GetComponent <TPC.StateManager>();

        Alive = true;
        hMove = GetComponent <TPC.HandleMovement_Player>();

        damageImage  = damageGO.GetComponent <Image>();
        recoverTimer = 0.0f;
        isHealing    = false;

        temp = damageImage.color;
    }