Esempio n. 1
0
 public void Die()
 {
     PlayerWeapons.HideWeapon();
     PlayerWeapons.playerActive = false;
     this.GetComponent <CharacterMotorDB>().canControl = false;
     BroadcastMessage("Death");
     BroadcastMessage("Freeze");
     LockCursor.HardUnlock();
     dead = true;
 }
Esempio n. 2
0
        //Locks player to ladder
        public IEnumerator LockPlayer()
        {
            if (GunScript.takingOut || GunScript.puttingAway || ladder)
            {
                yield break;
            }

            if (PlayerWeapons.PW.weapons[PlayerWeapons.PW.selectedWeapon])
            {
                temp = PlayerWeapons.PW.weapons[PlayerWeapons.PW.selectedWeapon].GetComponent <GunScript>().gunActive;
            }
            else
            {
                temp = true;
            }

            player.SendMessage("StandUp");
            belowHeight                   = true;
            CharacterMotorDB.paused       = true;
            SmartCrosshair.draw           = false;
            PlayerWeapons.playerActive    = false;
            DBStoreController.canActivate = false;
            PlayerWeapons.HideWeapon();
            val = (player.position.y - transform.position.y) / (exitPos.position.y - transform.position.y);

            RotateTo(player, enterPos.eulerAngles, moveSpeed, false);
            RotateTo(PlayerWeapons.weaponCam.transform, Vector3.zero, moveSpeed, true);
            player.GetComponent <MouseLookDBJS>().individualFreeze = true;
            PlayerWeapons.weaponCam.GetComponent <MouseLookDBJS>().individualFreeze = true;

            yield return(MoveToStart(player, enterPos.position, moveSpeed));

            player.GetComponent <MouseLookDBJS>().LockIt(60, 60);
            PlayerWeapons.weaponCam.GetComponent <MouseLookDBJS>().LockItSpecific(-40, 80);
            player.GetComponent <MouseLookDBJS>().individualFreeze = false;
            PlayerWeapons.weaponCam.GetComponent <MouseLookDBJS>().individualFreeze = false;
            PlayerWeapons.canLook = true;

            ladder   = true;
            soundAmt = soundInterval;
        }