void Start() { component_CameraLook = transform.GetChild(0).gameObject.GetComponent <FPS_CameraLook>(); component_Jump = GetComponent <FPS_Jump>(); component_Locomotion = GetComponent <FPS_Locomotion>(); component_Crouch = GetComponent <FPS_Crouch>(); }
void Start() { LocomotionModule = GetComponent <FPS_Locomotion>(); //assign GetComponent() calls to our previously declared variables JumpModule = GetComponent <FPS_Jump>(); CapsuleModule = GetComponent <CapsuleCollider>(); fps_camera = LocomotionModule.fps_camera; //FPS_Locomotion has already defined fps_camera variable, so we're going to store it here camera_initPos = fps_camera.transform.localPosition; //store player's camera LOCAL position (because our player camera is the child of player object, we must store and modify only LOCAL position) camera_crouchPos = new Vector3(camera_initPos.x, camera_initPos.y - crouchAmount, camera_initPos.z); //based on camera's initial LOCAL position, we calculate and store the position of the camera when player crouches }
void Awake() { fps_camera = transform.GetChild(0).gameObject; //assign player's first child as a camera currentSpeed = walkSpeed; //because the game has just started set current speed to the walk speed //start assigning Component Calls to RigidbodyModule = GetComponent <Rigidbody>(); JumpModule = GetComponent <FPS_Jump>(); CrouchModule = GetComponent <FPS_Crouch>(); ClimbModule = GetComponent <FPS_Climb>(); CameraModule = fps_camera.GetComponent <FPS_CameraLook>(); //check whether or not scripts are missing. features are going to be disabled accordingly jumpEnabled = (JumpModule != null); crouchEnabled = (CrouchModule != null); climbEnabled = (ClimbModule != null); }