private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponentInChildren<HumanCharacter>(); m_CharacterAim = GetComponent<HumanMovement>(); //col = GetComponent<CapsuleCollider>(); //startHeight = col.height; m_RigidBody = GetComponent<Rigidbody>(); anim = GetComponentInChildren<Animator>(); charStats = GetComponent<CharacterStats>(); weaponManager = GetComponent<WeaponManager>(); cameraFunctions = Camera.main.gameObject.GetComponentInParent<FreeCameraLook>(); offsetCross = cameraFunctions.crosshairOffsetWiggle; //m_RigidBody.AddForce(1, 1, 1); //m_Character.Move(m_Move, crouch, m_Jump, false, lookPos); }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponentInChildren <HumanCharacter>(); m_CharacterAim = GetComponent <HumanMovement>(); //col = GetComponent<CapsuleCollider>(); //startHeight = col.height; m_RigidBody = GetComponent <Rigidbody>(); anim = GetComponentInChildren <Animator>(); charStats = GetComponent <CharacterStats>(); weaponManager = GetComponent <WeaponManager>(); cameraFunctions = Camera.main.gameObject.GetComponentInParent <FreeCameraLook>(); offsetCross = cameraFunctions.crosshairOffsetWiggle; //m_RigidBody.AddForce(1, 1, 1); //m_Character.Move(m_Move, crouch, m_Jump, false, lookPos); }
private void Start() { Camera camera = Camera.main; float[] distances = new float[32]; distances[10] = 150; camera.layerCullDistances = distances; lerpTime = 3; currentLerpTime = 0; minAngleDiffForSwap = 10; maxSwapDistance = 6; justSwitched = false; swappingTarget = false; pitchMinMax = new Vector2(-5, 55); minDistance = 1.0f; maxDistance = 4.0f; mouseSensitivity = 10; dstFromTarget = 7.5f; rotationSmoothTime = 0.12f; target = Human; other = Dog; humanPivot = GameObject.Find("HumanPivot").transform; dogPivot = GameObject.Find("DogPivot").transform; targetPivot = humanPivot; otherPivot = dogPivot; humanMovement = Human.GetComponent <HumanMovement>(); dogMovement = Dog.GetComponent <DogMovement>(); humanAI = Human.GetComponent <HumanAI>(); dogAI = Dog.GetComponent <DogAI>(); targetCC = target.GetComponent <CharacterController>(); otherNVA = other.GetComponent <NavMeshAgent>(); yaw = 90; if (lockCursor) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } }
IEnumerator doAction(GameObject human) { HumanMovement move = human.GetComponent <HumanMovement>(); move.SetSpeed(0); transform.position = new Vector2(human.transform.position.x, human.transform.position.y + offsetY); yield return(new WaitForSeconds(1f)); move.SetSpeed(move.normalSpeed); Destroy(gameObject); }
private void Update() { Vector3 playerPosition = player.transform.position; tempPosition = Vector3.zero; if (playerPosition.x <= transform.position.x - boxCollider.size.x / 2) { tempPosition += new Vector3(boxCollider.size.x, 0, 0); count += 1; } else if (playerPosition.x >= transform.position.x + boxCollider.size.x / 2) { tempPosition += new Vector3(-boxCollider.size.x, 0, 0); count += 1; } if (playerPosition.z <= transform.position.z - boxCollider.size.z / 2) { tempPosition += new Vector3(0, 0, boxCollider.size.z); count += 1; } else if (playerPosition.z >= transform.position.z + boxCollider.size.z / 2) { tempPosition += new Vector3(0, 0, -boxCollider.size.z); count += 1; } if (tempPosition != Vector3.zero) { HumanMovement cMove = player.GetComponent <HumanMovement>(); cMove.Locked = true; player.transform.position += tempPosition; } if (count > 4) { dt.TriggerDialogue(); count = 0; } tempPosition = Vector3.zero; }
void AttractHumans() { List <HumanProperties> allHumans = InfectionManager.Instance.getAllHumans(); foreach (var human in allHumans) { if ( human.status == HealthStatusEnum.healthy && interactHealthy || //check if healty human.status == HealthStatusEnum.infected && interactInfected //check if infected ) { //check if human is in range if (Vector2.Distance(transform.position, human.transform.position) <= range) { HumanMovement move = human.GetComponent <HumanMovement>(); move.setTarget(transform); } } } }
private void ChangeHumanGrabbed(bool grabbed) { if (targetObject == null) { return; } HumanMovement humanMovement = targetObject.GetComponent <HumanMovement>(); if (humanMovement != null) { humanMovement.isGrabbed = grabbed; } HumanDeath humanDeath = targetObject.GetComponent <HumanDeath>(); if (humanDeath) { humanDeath.attacker = gameObject; //StartCoroutine(ResetHumanGrabbed(humanDeath)); } }
public override void Start() { base.Start(); movement = GetComponent <HumanMovement>(); movement.anim = anim; gnomes = FindObjectsOfType <Gnome>(); patrolState = new PatrolState(); patrolState.human = this; noticingState = new NoticingState(); noticingState.human = this; chaseState = new ChaseState(); chaseState.human = this; searchState = new SearchState(); searchState.human = this; alwaysChaseState = new AlwaysChaseState(); alwaysChaseState.human = this; stateMachine = new FSM(patrolState); }
private void Awake() { Instance = this; }
void Start() { humanMovement = GetComponent <HumanMovement>(); shootingTime = 0; whichWeapon = Random.Range(0, bulletPrefab.Length); }
void Start() { mMovement = GetComponent <HumanMovement>(); mPlayer = GetComponent <Entity_Player>(); mPlayerCamera = GetComponentInChildren <PlayerCamera>(); }
private void Awake() { boxCollider = GetComponent <BoxCollider2D>(); humanMovement = GetComponent <HumanMovement>(); onCollisionListener = this; }