void Start() { if (_Player == this) { print("Player Start"); } name = "Player " + ownerName + " " + viewId; playerNameTxt.transform.parent = null; playerNameTxt.gameObject.hideFlags = HideFlags.HideInHierarchy; playerNameTxt.enabled = false; //LoadCar(carId); nitroAudio = InitSound(res.nitro, false); transform2 = gameObject.transform; if (bot2 && !online) { weapons.gameObject.SetActive(false); } AmplifyMotionEffect.RegisterRecursivelyS(gameObject); #if !UNITY_WP8 && VOICECHAT voiceChatPlayer = GetComponent <VoiceChatPlayer>(); #endif //if (bot) // StartCoroutine(StartBot3()); owner.varParse.UpdateValues(); }
private void OnEnable() { this.MyCamera = base.gameObject.GetComponent <Camera>(); this.frostEffect = base.GetComponent <Frost>(); this.ScionStuff = base.GetComponent <ScionPostProcess>(); this.bleedEffect = base.GetComponent <BleedBehavior>(); this.aa_FXAA = base.GetComponent <FXAA>(); this.aa_SMAA = base.GetComponent <SMAA>(); this.amplifyMotion = base.GetComponent <AmplifyMotionEffect>(); this.sessao = base.GetComponent <SESSAO>(); this.hbao = base.GetComponent <HBAO>(); this.waterViz = base.gameObject.GetComponent <WaterViz>(); this.waterBlur = base.gameObject.GetComponent <WaterBlurEffect>(); this.waterBlurCeto = base.gameObject.GetComponent <UnderWaterPostEffect>(); this.farShadowCascade = base.gameObject.GetComponent <FarShadowCascade>(); if (Sunshine.Instance) { this.SunshineOccluders = Sunshine.Instance.Occluders; } this.reflexionMode_complex = LayerMask.GetMask(new string[] { "Camera", "Ignore Raycast" }); this.reflexionMode_simple = LayerMask.GetMask(new string[] { "Camera" }); this.reflexionMode_off = 0; }
// Use this for initialization private void Awake() { amp = GetComponent <AmplifyMotionEffect>(); hb = GetComponent <HBAO>(); mad = GetComponent <MadGoat_SSAA.MadGoatSSAA>(); int level = QualitySettings.GetQualityLevel(); if (level < 4) { mad.enabled = false; hb.enabled = false; } if (level < 3) { amp.enabled = false; } }
void LoadCar() { if (m_Car) { _Pool.Save(m_Car.gameObject); } string path = cop ? "police" : owner.carSet.carName; Spawn spawnPos = GetSpawnStartPos(); m_Car = _Pool.Load2(Resources.Load(path), spawnPos.pos, spawnPos.rot).GetComponent <CarControl>(); if (m_Car.m_CarDamage.meshTest) { m_Car.m_CarDamage.meshTest.Reset(this == _Player); m_Car.rigidbody.velocity = m_Car.rigidbody.angularVelocity = Vector3.zero; } //m_Car = ((GameObject)Instantiate(Resources.Load(path), spawnPos.pos, spawnPos.rot)).GetComponent<CarControl>(); m_Car.name = "Player Car " + pv.playerName; transformCar = m_Car.tr; rigidbody = m_Car.rigidbody; rigidbody.solverIterationCount = 6; m_CarSettings = m_Car.GetComponent <CarSettings>() as CarSettings; m_CarSound = m_Car.GetComponent <CarSound>() as CarSound; m_CarSettings.bypassABS = false; m_Car.pl = this; OnQualityChanged(); var priority = this == _Player ? 100 : 130; foreach (var a in GetComponents <AudioSource>()) { a.priority = priority; } foreach (var a in m_Car.audioSources) { a.priority = priority; } if (IsMine && !bot2) { _Game.MainCamera.Target = m_Car.tr; } AmplifyMotionEffect.RegisterRecursivelyS(m_Car.gameObject); }
// // Call this after changing the parts // public void RebuildModel() { if (boneDict.Count == 0) { BuildBoneDictionary(transform); } Clear(); foreach (var gop in parts) { if (gop == null) { continue; } var go = gameObject.InstantiateChild(gop); go.SetLayerRecursive(gameObject.layer); var renderers = go.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (var renderer in renderers) { var oldTransformRoot = renderer.rootBone; // Find the top of the skeleton while (oldTransformRoot.parent != null && oldTransformRoot.parent != go.transform) { oldTransformRoot = oldTransformRoot.parent; } // Copy the target renderer { RemapBones(renderer); } // Dispose of the old root bone { GameObject.Destroy(oldTransformRoot.gameObject); } // We might be over-riding the material, do it here { DoMaterialOverride(renderer); } #if CLIENT if (materialOverride == null) { AmplifyMotionEffect.RegisterS(renderer.gameObject); } #endif } go.SetActive(IsVisible); createdParts.Add(go); } CreateLODGroup(); // HACK: Update the 'BasedOnRenderers' animator if we have one, so it finds the new renderers (!) { var animator = GetComponent <Animator>(); if (animator != null && animator.cullingMode == AnimatorCullingMode.BasedOnRenderers) { animator.cullingMode = AnimatorCullingMode.AlwaysAnimate; animator.cullingMode = AnimatorCullingMode.BasedOnRenderers; } } }