void Start() { tr = transform; root = tr.root; defaultPos = tr.localPosition; defaultArmRot = tr.localEulerAngles; ba = bobAmount; PlayerReference pr = GeneralVariables.playerRef; if (pr != null) { pm = pr.GetComponent <PlayerMovement>(); ac = pr.ac; cb = pr.cb; ia = pr.ia; wm = pr.wm; acs = pr.acs; pl = pr.GetComponent <PlayerLook>(); } lastKickTime = -0.1f; smoothKickFactor = 0.01f; kickSpeedFactor = 1f; animationIsPlaying = false; }
void Start() { tr = transform; pTr = tr.parent; PlayerReference pr = GeneralVariables.playerRef; pm = pr.GetComponent <PlayerMovement>(); pv = pr.GetComponent <PlayerVitals>(); ac = pr.ac; }
public void SetReferenceVars() { PlayerReference pRef = GeneralVariables.playerRef; if (pRef != null) { pe = pRef.GetComponent <PlayerEffects>(); wm = pRef.wm; dm = pRef.dm; pm = pRef.GetComponent <PlayerMovement>(); ac = pRef.ac; acs = pRef.acs; } }
public void Initialize() { UIController uic = GeneralVariables.uiController; weaponName = uic.weaponName; curAmmo = uic.curAmmoDisplay; ammoLeft = uic.ammoLeftDisplay; ammoBar = uic.ammoBar; PlayerReference pr = GeneralVariables.playerRef; gm = transform.parent.GetComponent <GrenadeManager>(); pm = pr.GetComponent <PlayerMovement>(); gam = pr.gam; wm = pr.wm; acs = pr.acs; if (isDetonatable) { canDetonate = true; } OnSelect(); switchToWeapon = -1; canThrow = true; }
public void InitializeVariables() { PlayerReference pr = GeneralVariables.playerRef; if (pr != null) { pm = pr.GetComponent <PlayerMovement>(); pl = pr.GetComponent <PlayerLook>(); dm = pr.dm; ia = pr.ia; ac = pr.ac; cb = pr.cb; initialized = true; } }
public void RunStart() { if (mpReferenceOnly) { return; } PlayerReference pr = GeneralVariables.playerRef; pl = pr.GetComponent <PlayerLook>(); pm = pr.GetComponent <PlayerMovement>(); wm = pr.wm; dm = pr.dm; ac = pr.ac; acs = pr.acs; tss = firePos.GetComponent <TimeScaleSound>(); UIController uiController = GeneralVariables.uiController; curAmmoDisplay = uiController.curAmmoDisplay; ammoLeftDisplay = uiController.ammoLeftDisplay; ammoBar = uiController.ammoBar; crosshair = uiController.crosshairs; if (muzzleLight != null) { muzzleBrightness = muzzleLight.intensity; } initializeTime = Time.time; PoolManager.Instance.Initialize(); gunVisuals = GetComponent <GunVisuals>(); shootImpulseGUI = 1f; reloadImpulseGUI = 1f; pa = GetComponent <PistolAnim>(); maxIndex = 2; SwitchFiringMethod(); flashlightOn = false; startCounting = false; fireCount = 0; asm = 1f; spreadReal = baseSpreadAmount; bsna = baseSpreadAmount; }
private void DamageArea() { dmgBaseStats.Clear(); PlayerReference pRef = GeneralVariables.playerRef; if (shakeCamera && pRef != null) { float shakeDistance = Vector3.Distance(tr.position, pRef.transform.position); if (shakeDistance < shakeRadius) { pRef.GetComponent <PlayerLook>().ShakeCamera(shakeLength, shakeSpeed, shakeIntensity * 2.5f * Mathf.Clamp01((shakeRadius - shakeDistance) / shakeRadius)); } } damageRadius = damageFalloff[damageFalloff.length - 1].time; toAffect = Physics.OverlapSphere(tr.position, ((overrideMaxRange > 0f) ? overrideMaxRange : damageRadius), layersToDamage.value); foreach (Collider col in toAffect) { float distanceFromCollider = Mathf.Clamp(Vector3.Distance(tr.position, col.ClosestPointOnBounds(tr.position)), 0, (overrideMaxRange > 0f) ? overrideMaxRange : damageRadius); float evalDamage = damageFalloff.Evaluate(distanceFromCollider * ((overrideMaxRange > 0f) ? (damageRadius / overrideMaxRange) : 1f)); if (overrideMaxDmg > 0) { evalDamage *= ((float)overrideMaxDmg / damageFalloff.Evaluate(0f)); } if (isEMP || evalDamage >= 0.5f) { int dmg = Mathf.RoundToInt(evalDamage); bool thisIsTarget = (hitTarget != null && col.GetInstanceID() == hitTarget.GetComponent <Collider>().GetInstanceID()); if (raycastCheck) { if (thisIsTarget || Physics.Raycast(tr.position + raycastOffset, (col.bounds.center - (tr.position + raycastOffset)), out hit, ((overrideMaxRange > 0f) ? overrideMaxRange : damageRadius), layersToDamage.value)) { if (!thisIsTarget && hit.collider.GetInstanceID() != col.GetInstanceID()) { continue; } DoAreaAction(col, ((overrideMaxRange > 0f) ? overrideMaxRange : damageRadius), dmg + ((thisIsTarget) ? bonusDamage : 0), distanceFromCollider); } } else { DoAreaAction(col, ((overrideMaxRange > 0f) ? overrideMaxRange : damageRadius), dmg + ((thisIsTarget) ? bonusDamage : 0), distanceFromCollider); continue; } } } lastDamageTime = Time.time; bonusDamage = 0; hitTarget = null; }
void Start() { defaultPos = transform.localPosition; defaultRot = transform.localEulerAngles; PlayerReference pr = GeneralVariables.playerRef; pm = pr.GetComponent <PlayerMovement>(); ac = pr.ac; }
void Awake() { tr = transform; acoTr = antiClipObj.transform; PlayerReference pr = GeneralVariables.playerRef; wm = pr.wm; pm = pr.GetComponent <PlayerMovement>(); dm = pr.dm; ac = pr.ac; switchRotX = dm.drawRot.x; switchRotY = -dm.drawRot.y; switchRotZ = dm.drawRot.z; }
private void Die() { if (dead) { return; } foreach (GameObject g in deathReplacement) { Instantiate(g, transform.position, transform.rotation); } PlayerReference pr = GeneralVariables.playerRef; if (pr != null) { pr.GetComponent <PlayerStats>().GetXP(Random.Range(minExperience, maxExperience + 1)); } WaveManager wm = GeneralVariables.waveManager; if (wm != null) { wm.EnemyKilled(); } if (destroyWhenDead) { Destroy(gameObject); dead = true; return; } if (hasRagdoll) { Vector3 xzVelo = (controller != null) ? controller.velocity : Vector3.zero; foreach (Rigidbody body in rigid) { body.isKinematic = false; body.useGravity = true; body.AddForce((xzVelo * Random.Range(1.9f, 2.2f)) + new Vector3(Random.Range(-4f, 4f), Random.Range(-1f, 2f), Random.Range(-1f, 2f)), ForceMode.Impulse); } foreach (Collider col in colz) { if (col != controller) { col.isTrigger = false; } } } if (audioS) { Destroy(audioS); } if (controller != null) { controller.enabled = false; } if (anim != null) { anim.enabled = false; } foreach (MonoBehaviour mb in disableScripts) { mb.enabled = false; } if (dissolveDelay > 0) { foreach (Renderer r in renderers) { r.gameObject.AddComponent <DissolveEffect>().Dissolve(dissolveMaterial, dissolveDelay, dissolveSpeed, new Color(1f, 0.3f, 0f, 1f), DissolveEffect.DissolveDirection.DissolveOut, true); } } dead = true; }