//=================================================================================================================o void Start() { hero = transform; rb = rigidbody; climbState = ClimbState.None; Physics.IgnoreLayerCollision(8, 9); // ignore player / climb collision hMove = GetComponent <HeroMotor> () as HeroMotor; hSwim = GetComponent <HeroSwim> () as HeroSwim; cacheDist = checkDistance; }
//=================================================================================================================o void Start() { hero = transform; //a = GetComponent <Animation>() as Animation; if (a.clip) { aC = a.clip; } else aC = a["idle"].clip; impactM = a["land"].clip; hMotor = GetComponent <HeroMotor>() as HeroMotor; hClimb = GetComponent <HeroClimb>() as HeroClimb; hPhys = GetComponent <HeroPhysic>() as HeroPhysic; hSwim = GetComponent <HeroSwim>() as HeroSwim; hKey = GetComponent <HeroKeymap>() as HeroKeymap; // Pass Delegates hMotor.doJumpDel += DoJump; hMotor.doBalanceDel += DoBalance; hMotor.doCombatDel += DoCombat; hMotor.doSwitchWeapDel += DoSwitchWeapons; hMotor.doEvadeDel += DoEvade; hMotor.doSneakDel += DoSneak; hClimb.doClimbDel += DoClimb; hSwim.doSwimDel += DoSwim; hPhys.doPhysDel += DoPhysx; currRot = 0.0f; leanRot = 0.0f; //sprintRot = 0.0f; lastRootForward = hero.forward; // Start is in Weaponstate.None, weaponless // Sword if (sword_Hand == null) // If no weapon is assigned { sword_Hand = new GameObject("emptyObj"); sword_Hand.active = false; } else sword_Hand.active = false; if (sword_Holster == null) // If no weapon is assigned { sword_Holster = new GameObject("emptyObj"); sword_Holster.active = false; } else sword_Holster.active = false; // Bow if (bow_Hand == null) // If no weapon is assigned { bow_Hand = new GameObject("emptyObj"); bow_Hand.active = false; } else bow_Hand.active = false; if (bow_Holster == null) // If no weapon is assigned { bow_Holster = new GameObject("emptyObj"); bow_Holster.active = false; } else bow_Holster.active = false; // Quiver if (bow_Quiver == null) // If no weapon is assigned { bow_Quiver = new GameObject("emptyObj"); bow_Quiver.active = false; } else bow_Quiver.active = false; // Rifle if (rifle_Hand == null) // If no weapon is assigned { rifle_Hand = new GameObject("emptyObj"); rifle_Hand.active = false; } else rifle_Hand.active = false; if (rifle_Holster == null)// If no weapon is assigned { rifle_Holster = new GameObject("emptyObj"); rifle_Holster.active = false; } else rifle_Holster.active = false; // Pistol if (pistol_Hand == null)// If no weapon is assigned { pistol_Hand = new GameObject("emptyObj"); pistol_Hand.active = false; } else pistol_Hand.active = false; if (pistol_Holster == null)// If no weapon is assigned { pistol_Holster = new GameObject("emptyObj"); pistol_Holster.active = false; } else pistol_Holster.active = false; // Look for setup DoSwitchWeapons (); actionState = ActionState.None; evadeState = EvadeState.None; climbState = ClimbState.None; }
//=================================================================================================================o void Start() { hero = transform; rb = rigidbody; climbState = ClimbState.None; Physics.IgnoreLayerCollision(8,9); // ignore player / climb collision hMove = GetComponent <HeroMotor> () as HeroMotor; hSwim = GetComponent <HeroSwim> () as HeroSwim; hKey = GetComponent <HeroKeymap> () as HeroKeymap; cacheDist = checkDistance; }