Init() public method

public Init ( Transform character, Transform camera ) : void
character UnityEngine.Transform
camera UnityEngine.Transform
return void
 private void Start()
 {
     m_RigidBody = GetComponent <Rigidbody>();
     m_Capsule   = GetComponent <CapsuleCollider>();
     mouseLook.Init(transform, cam.transform);
     initiateFlight();
 }
    protected void Start()
    {
        // Cache component references
        _characterController = GetComponent <CharacterController>();
        _controllerHeight    = _characterController.height;

        // Get the main camera and cache local position within the FPS rig
        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;

        // Set initial to not jumping and not moving
        _movementStatus = PlayerMoveStatus.NotMoving;

        // Reset timers
        _fallingTimer = 0.0f;

        // Setup Mouse Look Script
        _mouseLook.Init(transform, _camera.transform);

        // Initiate Head Bob Object
        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical);

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
Esempio n. 3
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 // Use this for initialization
 private void Start()
 {
     player = GetComponent <PlayerSetup>();
     m_CharacterController = GetComponent <CharacterController>();
     m_FovKick.Setup();
     m_StepCycle = 0f;
     m_NextStep  = m_StepCycle / 2f;
     m_Jumping   = false;
     m_MouseLook.Init(transform, m_cameraLook);
 }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        exludePlayerLevelMask = ~(1 << 10);

        m_Jumping   = false;
        myBody      = GetComponent <Rigidbody>();
        myCamera    = GameManager.Main.MainCamera;
        m_MouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook();
        m_MouseLook.Init(transform, GameManager.Main.MainCamera.transform);
    }
Esempio n. 5
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 // Use this for initialization
 private void Start()
 {
     m_CharacterController = GetComponent <CharacterController>();
     m_Camera = Camera.main;
     m_OriginalCameraPosition = m_Camera.transform.localPosition;
     m_HeadBob.Setup(m_Camera, m_StepInterval);
     m_StepCycle   = 0f;
     m_NextStep    = m_StepCycle / 2f;
     m_AudioSource = GetComponent <AudioSource>();
     m_MouseLook.Init(transform, m_Camera.transform);
 }
Esempio n. 6
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    //private FMODUnity.StudioEventEmitter m_PlayerFootsteps;
    //private SurfaceMaterial currentSurface;

    // Use this for initialization
    private void Start()
    {
        m_CharacterController = GetComponent <CharacterController>();
        m_Camera = Camera.main;
        m_OriginalCameraPosition = m_Camera.transform.localPosition;
        m_HeadBob.Setup(m_Camera, m_StepInterval);
        m_StepCycle = 0f;
        m_NextStep  = m_StepCycle / 2f;
        m_MouseLook.Init(transform, m_Camera.transform);
        //	m_PlayerFootsteps = GetComponent<FMODUnity.StudioEventEmitter> ();
    }
Esempio n. 7
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    protected void Start()
    {
        _characterController = GetComponent <CharacterController>();

        _camera = Camera.main; //look for tag Main Camera

        _movementStatus = PlayerMoveStatus.NotMoving;

        _fallingTimer = 0.0f;

        _mouseLook.Init(transform, _camera.transform);
    }
Esempio n. 8
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 // Use this for initialization
 void Awake()
 {
     photonView = GetComponent <PhotonView>();
     Health     = 100;
     if (photonView.isMine)
     {
         myFpsCamera   = myChar.GetComponent <Camera>();
         standbyCamera = GameObject.Find("StandbyCamera");
         standbyCamera.SetActive(false);
         myChar.SetActive(true);
         m_MouseLook.Init(transform, myFpsCamera.transform);
     }
 }
Esempio n. 9
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    protected void Start()
    {
        // Cache component references
        _characterController = GetComponent <CharacterController> ();

        // Get the main camera and cache local position within the FPS rig
        _camera = Camera.main;

        // Set initial to not jumping and not moving
        _movementStatus = PlayerMoveStatus.NotMoving;

        // Reset timers
        _fallingTimer = 0.0f;

        // Setup Mouse Look Script
        _mouseLook.Init(transform, _camera.transform);
    }
Esempio n. 10
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 private void Start()
 {
     #region StandardFPS
     m_CharacterController = GetComponent <CharacterController>();
     m_Camera = Camera.main;
     m_OriginalCameraPosition = m_Camera.transform.localPosition;
     m_FovKick.Setup(m_Camera);
     m_HeadBob.Setup(m_Camera, m_StepInterval);
     m_StepCycle   = 0f;
     m_NextStep    = m_StepCycle / 2f;
     m_Jumping     = false;
     m_AudioSource = GetComponent <AudioSource>();
     m_MouseLook.Init(transform, m_Camera.transform);
     m_WalkSpeedStore = m_WalkSpeed;
     #endregion
     PlayerInit();
 }
Esempio n. 11
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    //public int m_iScore = 0;

    // Use this for initialization
    private void Start()
    {
        //m_iHP = 100;
        //m_iBullet = 100;
        //m_iScore = 0;

        m_CharacterController = GetComponent <CharacterController>();
        m_Camera = Camera.main;
        m_OriginalCameraPosition = m_Camera.transform.localPosition;
        m_FovKick.Setup(m_Camera);
        m_HeadBob.Setup(m_Camera, m_StepInterval);
        m_StepCycle   = 0f;
        m_NextStep    = m_StepCycle / 2f;
        m_Jumping     = false;
        m_AudioSource = GetComponent <AudioSource>();
        m_MouseLook.Init(transform, m_Camera.transform);
    }
Esempio n. 12
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    protected void Start()
    {
        _characterController = GetComponent <CharacterController>();
        _controllerHeight    = _characterController.height;
        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;
        _movementStatus      = PlayerMoveStatus.NotMoving;
        _fallingTimer        = 0.0f;
        //初始化MouseLook脚本
        _mouseLook.Init(transform, _camera.transform);
        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical);

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
Esempio n. 13
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    protected void Start()
    {
        characterController = GetComponent <CharacterController>();
        _controllerHeight   = characterController.height;

        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;

        _movementStatus = PlayerMoveStatus.NotMoving;
        _fallingTimer   = 0;

        _mouseLook.Init(transform, _camera.transform);
        _headBob.Initialize();

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
    // Use this for initialization
    private void Start()
    {
        //Client initialization
        if (isLocalPlayer)
        {
            m_CharacterController = GetComponent <CharacterController>();
            m_Camera = GetComponentInChildren <Camera>();
            m_OriginalCameraPosition = m_Camera.transform.localPosition;
            m_FovKick.Setup(m_Camera);
            m_StepCycle   = 0f;
            m_NextStep    = m_StepCycle / 2f;
            m_AudioSource = GetComponent <AudioSource>();
            m_MouseLook.Init(transform, m_Camera.transform);
        }
        if (isServer)  // Server side initialization
        {
            m_CharacterController = GetComponent <CharacterController>();
        }

        m_CrouchedHitboxCenterDelta = new Vector3(0f, m_CrouchHeightDelta * 0.5f, 0f);
        m_CameraCrouchPosDelta      = new Vector3(0f, m_CrouchHeightDelta * 1.5f, 0f);
    }
Esempio n. 15
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    //functions

    protected void Start()
    {
        _characterController = GetComponent <CharacterController>();
        _controllerHeight    = _characterController.height;

        //searches for camera with main camera tag
        _camera = Camera.main;
        _localSpaceCameraPos = _camera.transform.localPosition;
        print(_localSpaceCameraPos);

        _movementStatus = PlayerMoveStatus.NOTMOVING;

        _fallingTimer = 0.0f;

        _mouseLook.Init(transform, _camera.transform);

        _headBob.Initialize();
        _headBob.RegisterEventCallback(1.5f, PlayFootstepSound, CurveControlledBobCallbackType.VERTICAL);

        if (_flashLight)
        {
            _flashLight.SetActive(false);
        }
    }
    protected void Start()
    {
        // component references
        characterController = GetComponent <CharacterController>();
        controllerHeight    = characterController.height;

        // Get the main camera and save its local position within the FPS rig
        _camera             = Camera.main;
        localSpaceCameraPos = _camera.transform.localPosition; //every frame can generate offset frm this vector, so now rounding errors

        // Set movementStatus to not jumping and not moving
        movementStatus = PlayerMoveStatus.NotMoving;

        // Reset timers
        fallingTimer = 0.0f;

        // Setup Mouse Look Script. Uses MouseLook script thats already available.
        mouseLook.Init(transform, _camera.transform);

        // Initiate Head Bob Object
        headBob.Initialize();
        //Plays footstep sound when YplayHead passes the 1.5 second mark
        headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical);

        //Make sure the game starts wuth flashlight set to inactive
        if (flashLight)
        {
            flashLight.SetActive(false);
        }

        //All sprites in inventory set to inactive
        m4Sprite.enabled      = false;
        shotgunSprite.enabled = false;
        keySprite.enabled     = false;
        endKeySprite.enabled  = false;
    }
 private void Start()
 {
     m_CharacterController = GetComponent <CharacterController>();
     m_Camera = GetComponentInChildren <Camera>();
     m_MouseLook.Init(transform, m_Camera.transform);
 }
Esempio n. 18
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 // Start is called before the first frame update
 void Start()
 {
     mouseLook.Init(transform, camTransform);
     lowGravity = gravityMultiplier / 10;
     gravity    = gravityMultiplier;
 }
Esempio n. 19
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 // Use this for initialization
 private void Start()
 {
     m_OriginalCameraPosition = m_Camera.transform.localPosition;
     m_MouseLook.Init(transform, m_Camera.transform);
 }
Esempio n. 20
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 private void Start()
 {
     rigidBody = GetComponent <Rigidbody>();
     capsule   = GetComponent <CapsuleCollider>();
     mouseLook.Init(transform, cam.transform);
 }
Esempio n. 21
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 // Use this for initialization
 void Start()
 {
     m_Camera = GameObject.FindWithTag("FPSCamera").GetComponent <Camera>();
     m_MouseLook.Init(transform, m_Camera.transform);
 }
Esempio n. 22
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 void Start()
 {
     controller = GetComponent <RigidbodyFirstPersonController>();
     mouseLook.Init(transform, Camera.main.transform);
 }
Esempio n. 23
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 private void Start()
 {
     m_RigidBody = GetComponent <Rigidbody>();
     m_Capsule   = GetComponent <CapsuleCollider>();
     mouseLook.Init(transform, ViveCameraHead.transform);
 }
Esempio n. 24
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 protected virtual void Start()
 {
     m_RigidBody = GetComponent <Rigidbody>();
     m_Capsule   = GetComponent <CapsuleCollider>();
     mouseLook.Init(transform, cam.transform);
 }
Esempio n. 25
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 public void ResetMouseLook()
 {
     m_MouseLook.Init(transform, m_Camera.transform);
 }
Esempio n. 26
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 // Use this for initialization
 private void Start()
 {
     m_Camera = Camera.main;
     m_MouseLook.Init(transform, m_Camera.transform);
 }
Esempio n. 27
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 // Use this for initialization
 private void Start()
 {
     m_Camera = Camera.main;
     m_MouseLook.Init(transform, m_Camera.transform);
     CrossPlatformInputManager.SwitchActiveInputMethod(CrossPlatformInputManager.ActiveInputMethod.Hardware);
 }
Esempio n. 28
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	// Use this for initialization
	void Start () {
        rb = GetComponent<Rigidbody>();
        cam = GetComponentInChildren<Camera>();
	    mouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook();
        mouseLook.Init(transform, cam.transform);
    }
Esempio n. 29
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 private void Start()
 {
     _rigidBody = GetComponent <Rigidbody>();
     mouseLook.Init(transform, cam.transform);
 }