コード例 #1
0
ファイル: CrosshairManager.cs プロジェクト: LV9652/Sniper
        void Start()
        {
            m_WeaponsManager = GameObject.FindObjectOfType <PlayerWeaponsManager>();
            DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, CrosshairManager>(m_WeaponsManager, this);

            OnWeaponChanged(m_WeaponsManager.GetActiveWeapon());

            m_WeaponsManager.OnSwitchedToWeapon += OnWeaponChanged;
        }
コード例 #2
0
    void OnShoot()
    {
        m_ShootTime = Time.time;
        //発射時間
        m_LastRootPosition = root.position;
        //最後のルートの位置 = ルートの位置
        m_Velocity = transform.forward * speed;
        //速度 = 向き * 速さ
        m_IgnoredColliders = new List <Collider>();
        //無視されたコライダー = 新しいリストのコライダー
        transform.position += m_ProjectileBase.inheritedMuzzleVelocity * Time.deltaTime;
        //変換位置 += 発射台.継承されたマズル向き * 処理終了時間

        // Ignore colliders of owner
        //所有者のコライダーを無視します
        Collider[] ownerColliders = m_ProjectileBase.owner.GetComponentsInChildren <Collider>();
        //所有者コライダー = 発射台.オーナー.子コンポーネントの取得<コライダー>
        m_IgnoredColliders.AddRange(ownerColliders);
        //無視されたコライダー.範囲を追加(所有者のコライダー)

        // Handle case of player shooting (make projectiles not go through walls, and remember center-of-screen trajectory)
        //プレーヤーの射撃のケースを処理します(発射体が壁を通過しないようにし、画面の中心の軌跡を覚えておいてください)
        PlayerWeaponsManager playerWeaponsManager = m_ProjectileBase.owner.GetComponent <PlayerWeaponsManager>();

        //プレイヤーウェポンマネージャーのコンポーネント情報を取得
        if (playerWeaponsManager)
        {
            m_HasTrajectoryOverride = true;
            //軌道オーバーライド = 有効

            Vector3 cameraToMuzzle = (m_ProjectileBase.initialPosition - playerWeaponsManager.weaponCamera.transform.position);
            //3Dベクトル 銃口へのカメラ = (発射台.初期位置 - プレイヤーの武器マネージャー.武器カメラ.位置)

            m_TrajectoryCorrectionVector = Vector3.ProjectOnPlane(-cameraToMuzzle, playerWeaponsManager.weaponCamera.transform.forward);
            //軌道修正ベクトル = 3Dベクトル平面上のプロジェクト(-銃口にカメラ, プレイヤーの武器マネージャー.武器カメラ.変換フォワード)
            if (trajectoryCorrectionDistance == 0)
            //もし、軌道修正距離 == 0
            {
                transform.position += m_TrajectoryCorrectionVector;
                //変換位置 += 軌道修正ベクトル
                m_ConsumedTrajectoryCorrectionVector = m_TrajectoryCorrectionVector;
            }
            else if (trajectoryCorrectionDistance < 0)
            {
                m_HasTrajectoryOverride = false;
            }

            if (Physics.Raycast(playerWeaponsManager.weaponCamera.transform.position, cameraToMuzzle.normalized, out RaycastHit hit, cameraToMuzzle.magnitude, hittableLayers, k_TriggerInteraction))
            {
                if (IsHitValid(hit))
                {
                    OnHit(hit.point, hit.normal, hit.collider);
                    //ヒット(ヒットポイント, ヒット法線, ヒットコライダー)
                }
            }
        }
    }
コード例 #3
0
    // Start is called before the first frame update
    void Start()
    {
        ez = new EzNet();

        lastPos = new Vector3(0, 0, 0);
        player  = GameObject.Find("Player");
        weapon  = player.GetComponent <PlayerWeaponsManager>();

        enemies = new Dictionary <string, GameObject>();
    }
コード例 #4
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    void Awake()
    {
        PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();

        DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager, this);
        playerWeaponsManager.onAddedWeapon += OnPickupWeapon;

        //Jetpack jetpack = FindObjectOfType<Jetpack>();
        //DebugUtility.HandleErrorIfNullFindObject<Jetpack, NotificationHUDManager>(jetpack, this);
        //jetpack.onUnlockJetpack += OnUnlockJetpack;
    }
コード例 #5
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    void Awake()
    {
        PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();

        DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager, this);
        playerWeaponsManager.onAddedWeapon += OnPickupWeapon;
        StartCoroutine(OnSceneLoad(SceneManager.GetActiveScene().name));

        /* Jetpack jetpack = FindObjectOfType<Jetpack>();
         * DebugUtility.HandleErrorIfNullFindObject<Jetpack, NotificationHUDManager>(jetpack, this);
         * jetpack.onUnlockJetpack += OnUnlockJetpack; */
    }
コード例 #6
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    public void Initialize(WeaponController weapon, int weaponIndex)
    {
        m_Weapon = weapon;
        //weaponCounterIndex = weaponIndex;
        //weaponImage.sprite = weapon.weaponIcon;

        m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
        // DebugUtility.HandleErrorIfNullFindObject<PlayerWeaponsManager, AmmoCounter>(m_PlayerWeaponsManager, this);

        // weaponIndexText.text = (weaponCounterIndex + 1).ToString();

        // FillBarColorChange.Initialize(1f, m_Weapon.GetAmmoNeededToShoot());
    }
コード例 #7
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ファイル: NetworkSocket1.cs プロジェクト: Dhaos1222/TPSDemo
    // Send current coordinates to server
    internal void HandlePlayerUpdate()
    {
        if (player == null && isAlive)
        {
            player = Instantiate(prefabPlayer, RandomizePosition(), transform.rotation);
            Attributes attributes = player.GetComponent <Attributes>();
            attributes.setAttributes(playerAttrib.hp, playerAttrib.ammo, playerAttrib.exp);
            gameFlowManager.enabled = true;
        }
        else if (!isAlive)
        {
            return;
        }
        else if (isAlive && isRespawning)
        {
            player.SetActive(true);
            player.transform.position = RandomizePosition();
            Attributes attributes = player.GetComponent <Attributes>();
            attributes.fullstate();
            PlayerCharacterController playerCharacterController = player.GetComponent <PlayerCharacterController>();
            playerCharacterController.isDead = false;
            PlayerWeaponsManager playerWeaponsManager = player.GetComponent <PlayerWeaponsManager>();
            playerWeaponsManager.SwitchToWeaponIndex(0, true);
            Health health = player.GetComponent <Health>();
            health.IsDead    = false;
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
            isRespawning     = false;
        }
        else
        {
            PLAYER_TRANSFORM = player.transform;
            Attributes attributes = player.GetComponent <Attributes>();
            playerAttrib.hp   = attributes.getHp();
            playerAttrib.ammo = attributes.getAmmo();
            playerAttrib.exp  = attributes.getExp();
        }

        string position = PLAYER_TRANSFORM.position.x + "," + PLAYER_TRANSFORM.position.y + "," + PLAYER_TRANSFORM.position.z;

        string rotation = PLAYER_TRANSFORM.eulerAngles.x + "," + PLAYER_TRANSFORM.eulerAngles.y + "," + PLAYER_TRANSFORM.eulerAngles.z;

        if (!position.Equals(lastCoordinate))
        {
            SendMessage("position," + position + ",rotation," + rotation + ";");
        }


        lastCoordinate = position;
    }
コード例 #8
0
    void OnShoot()
    {
        m_ShootTime         = Time.time;
        m_LastRootPosition  = root.position;
        m_Velocity          = transform.forward * speed;
        m_IgnoredColliders  = new List <Collider>();
        transform.position += m_ProjectileBase.inheritedMuzzleVelocity * Time.deltaTime;

        // Ignore colliders of owner
        if (m_ProjectileBase.owner)
        {
            Collider[] ownerColliders = m_ProjectileBase.owner.GetComponentsInChildren <Collider>();
            m_IgnoredColliders.AddRange(ownerColliders);
        }

        // Handle case of player shooting (make projectiles not go through walls, and remember center-of-screen trajectory)
        PlayerWeaponsManager playerWeaponsManager = null;

        if (m_ProjectileBase.owner)
        {
            playerWeaponsManager = m_ProjectileBase.owner.GetComponent <PlayerWeaponsManager>();
        }

        if (playerWeaponsManager)
        {
            m_HasTrajectoryOverride = true;

            Vector3 cameraToMuzzle = (m_ProjectileBase.initialPosition - playerWeaponsManager.weaponCamera.transform.position);

            m_TrajectoryCorrectionVector = Vector3.ProjectOnPlane(-cameraToMuzzle, playerWeaponsManager.weaponCamera.transform.forward);
            if (trajectoryCorrectionDistance == 0)
            {
                transform.position += m_TrajectoryCorrectionVector;
                m_ConsumedTrajectoryCorrectionVector = m_TrajectoryCorrectionVector;
            }
            else if (trajectoryCorrectionDistance < 0)
            {
                m_HasTrajectoryOverride = false;
            }

            if (Physics.Raycast(playerWeaponsManager.weaponCamera.transform.position, cameraToMuzzle.normalized, out RaycastHit hit, cameraToMuzzle.magnitude, hittableLayers, k_TriggerInteraction))
            {
                if (IsHitValid(hit))
                {
                    OnHit(hit.point, hit.normal, hit.collider);
                }
            }
        }
    }
コード例 #9
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        void Awake()
        {
            PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();

            DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager,
                                                                                                    this);
            playerWeaponsManager.OnAddedWeapon += OnPickupWeapon;

            Jetpack jetpack = FindObjectOfType <Jetpack>();

            DebugUtility.HandleErrorIfNullFindObject <Jetpack, NotificationHUDManager>(jetpack, this);
            jetpack.OnUnlockJetpack += OnUnlockJetpack;

            EventManager.AddListener <ObjectiveUpdateEvent>(OnObjectiveUpdateEvent);
        }
コード例 #10
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ファイル: Inventory.cs プロジェクト: galqawala/Senganget
    void Start()
    {
        m_InputHandler = FindObjectOfType <PlayerInputHandler>();
        Assert.IsNotNull(m_InputHandler);

        m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
        Assert.IsNotNull(m_PlayerWeaponsManager);

        canvas = transform.Find("Canvas");
        Assert.IsNotNull(canvas);

        table = canvas.Find("Table");
        Assert.IsNotNull(table);

        rowPrefab = (GameObject)Resources.Load("WeaponRow");
        Assert.IsNotNull(rowPrefab);
    }
コード例 #11
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    void Start()
    {
        m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, WeaponHUDManager>(m_PlayerWeaponsManager, this);

        BasicWeapon activeWeapon = m_PlayerWeaponsManager.GetActiveWeapon();

        if (activeWeapon)
        {
            AddWeapon(activeWeapon, m_PlayerWeaponsManager.activeWeaponIndex);
            ChangeWeapon(activeWeapon);
        }

        m_PlayerWeaponsManager.onAddedWeapon      += AddWeapon;
        m_PlayerWeaponsManager.onRemovedWeapon    += RemoveWeapon;
        m_PlayerWeaponsManager.onSwitchedToWeapon += ChangeWeapon;
    }
コード例 #12
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    void Start()
    {
        foreach (var wpnMgr in GameObject.FindObjectsOfType <PlayerWeaponsManager>())
        {
            if (wpnMgr != null && wpnMgr.isActiveAndEnabled)
            {
                m_WeaponsManager = wpnMgr;
                DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, CrosshairManager>(m_WeaponsManager, this);

                OnWeaponChanged(m_WeaponsManager.GetActiveWeapon());

                m_WeaponsManager.onSwitchedToWeapon += OnWeaponChanged;

                break;
            }
        }
    }
コード例 #13
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    void OnPicked(PlayerCharacterController byPlayer)
    {
        PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>();

        if (playerWeaponsManager)
        {
            if (playerWeaponsManager.AddWeapon(weaponPrefab))
            {
                // Handle auto-switching to weapon if no weapons currently
                if (playerWeaponsManager.GetActiveWeapon() == null)
                {
                    playerWeaponsManager.SwitchWeapon(true);
                }

                m_Pickup.PlayPickupFeedback();
            }
        }
    }
コード例 #14
0
ファイル: AmmoCounter.cs プロジェクト: galqawala/Senganget
    public void Initialize(WeaponController weapon, int weaponIndex)
    {
        //Parent prefab is being instantiated
        gameObject.name = $"AmmoCounter{(weaponIndex+1)}";
        transform.SetSiblingIndex(weaponIndex);
        m_Weapon           = weapon;
        weaponCounterIndex = weaponIndex;

        weaponImage.sprite = weapon.weaponIcon; //original icon
        WeaponIconUpdater weaponIconUpdater = FindObjectOfType <WeaponIconUpdater>();

        weaponImage.sprite = weaponIconUpdater.GetIcon(weapon); //dynamic icon

        m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, AmmoCounter>(m_PlayerWeaponsManager, this);

        weaponIndexText.text = (weaponCounterIndex + 1).ToString();

        FillBarColorChange.Initialize(1f, m_Weapon.GetAmmoNeededToShoot());
    }
コード例 #15
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    void OnPicked(PlayerCharacterController player)
    {
        PlayerCharacterController playercontroller = player.GetComponent <PlayerCharacterController>();

        DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PoisonPickUp>(playercontroller, this, gameObject);
        PlayerWeaponsManager weaponcontroller = player.GetComponent <PlayerWeaponsManager>();

        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PoisonPickUp>(weaponcontroller, this, gameObject);
        playercontroller.poisonTaken(SpeedDecreaseAmount);
        int numberofweapons = weaponcontroller.m_WeaponSlots.Length;

        for (int i = 0; i < numberofweapons; i++)
        {
            WeaponController temp = weaponcontroller.m_WeaponSlots[i];
            temp.poisonTaken();
        }
        m_Pickup.PlayPickupFeedback();

        Destroy(gameObject);
    }
コード例 #16
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    // Start is called before the first frame update
    void Start()
    {
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Default"), LayerMask.NameToLayer("DontHit"), true);

        _playerCharacterController = GetComponent <PlayerCharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerWeaponsManager>(_playerCharacterController, this, gameObject);

        _playerWeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerWeaponsManager>(_playerWeaponsManager, this, gameObject);

        _hud = GetComponentInChildren <HUD>();
        DebugUtility.HandleErrorIfNullGetComponent <HUD, PlayerWeaponsManager>(_hud, this, gameObject);

        _weaponController = _playerWeaponsManager.GetActiveWeapon();

        rng = new System.Random();

        numBasicPickups          = 0;
        nonShootingSpeedModifier = 1f;
    }
コード例 #17
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    void Start()
    {
        // add this objective to the list contained in the objective manager
        ObjectiveManager objectiveManager = FindObjectOfType <ObjectiveManager>();

        DebugUtility.HandleErrorIfNullFindObject <ObjectiveManager, Objective>(objectiveManager, this);
        objectiveManager.RegisterObjective(this);

        // register this objective in the ObjectiveHUDManger
        m_ObjectiveHUDManger = FindObjectOfType <ObjectiveHUDManger>();
        DebugUtility.HandleErrorIfNullFindObject <ObjectiveHUDManger, Objective>(m_ObjectiveHUDManger, this);
        m_ObjectiveHUDManger.RegisterObjective(this);

        // register this objective in the NotificationHUDManager
        m_NotificationHUDManager = FindObjectOfType <NotificationHUDManager>();
        DebugUtility.HandleErrorIfNullFindObject <NotificationHUDManager, Objective>(m_NotificationHUDManager, this);
        m_NotificationHUDManager.RegisterObjective(this);

        player = GameObject.FindWithTag("Player").GetComponent <PlayerWeaponsManager>();
    }
コード例 #18
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    void OnPicked(PlayerCharacterController byPlayer)
    {
        Debug.Log($"WeaponPickup OnPicked() weaponName={weaponPrefab.weaponName}");
        PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>();

        if (playerWeaponsManager)
        {
            if (playerWeaponsManager.AddWeapon(weaponPrefab, weaponPrefab.weaponName))
            {
                // Handle auto-switching to weapon if no weapons currently
                if (playerWeaponsManager.GetActiveWeapon() == null)
                {
                    playerWeaponsManager.SwitchWeapon(true);
                }

                m_Pickup.PlayPickupFeedback();

                Destroy(gameObject);
            }
        }
    }
コード例 #19
0
ファイル: AmmoCounter.cs プロジェクト: LV9652/Sniper
        public void Initialize(WeaponController weapon, int weaponIndex)
        {
            m_Weapon           = weapon;
            WeaponCounterIndex = weaponIndex;
            WeaponImage.sprite = weapon.WeaponIcon;
            if (!weapon.HasPhysicalBullets)
            {
                BulletCounter.transform.parent.gameObject.SetActive(false);
            }
            else
            {
                BulletCounter.text = weapon.GetCarriedPhysicalBullets().ToString();
            }

            m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
            DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, AmmoCounter>(m_PlayerWeaponsManager, this);

            WeaponIndexText.text = (WeaponCounterIndex + 1).ToString();

            FillBarColorChange.Initialize(1f, m_Weapon.GetAmmoNeededToShoot());
        }
コード例 #20
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    void Start()
    {
        // fetch components on the same gameObject
        controller = GetComponent <CharacterController>();

        inputHandler = GetComponent <PlayerInputHandler>();

        weaponsManager = GetComponent <PlayerWeaponsManager>();

        health = GetComponent <Health>();

        actor = GetComponent <Actor>();

        controller.enableOverlapRecovery = true;

        health.onDie += OnDie;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
コード例 #21
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    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Actor = GetComponent <Actor>();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;


        //List<Vector3> startPositionList = new List<Vector3>
        //{
        //    new Vector3(-18, 1, 5), new Vector3(-18, 1, 0), new Vector3(-18, 1, -5),
        //    new Vector3(-23, 1, 5), new Vector3(-23, 1, 0), new Vector3(-23, 1, -5),
        //    new Vector3(-28, 1, 5), new Vector3(-28, 1, 0), new Vector3(-28, 1, -5),
        //};

        //System.Random rd = new System.Random();
        //int startIndex = rd.Next(startPositionList.Count);
        //transform.localPosition = startPositionList[startIndex];

        transform.position = new Vector3(-58, 0, -58);

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
コード例 #22
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    void OnPicked(PlayerCharacterController byPlayer)
    {
        PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>();

        if (playerWeaponsManager)
        {
            if (playerWeaponsManager.AddWeapon(weaponPrefab))
            {
                // Handle auto-switching to weapon if no weapons currently
                if (playerWeaponsManager.GetActiveWeapon() == null)
                {
                    playerWeaponsManager.SwitchWeapon(true);
                }

                m_Pickup.PlayPickupFeedback();

                TelemetryLogger.LogCollect("Weapon", transform.position, weaponPrefab.weaponName, playerWeaponsManager.GetWeaponsHeldCount());

                Destroy(gameObject);
            }
        }
    }
コード例 #23
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    // Start is called before the first frame update
    private void Start()
    {
        m_CharacterController = GetComponent <CharacterController>();
        m_playerLook          = GetComponent <PlayerLookController>();
        m_AudioSource         = GetComponent <AudioSource>();
        Character             = GetComponent <Character>();
        PlayerWeaponsManager  = GetComponent <PlayerWeaponsManager>();

        m_HeadBob.Setup(MainCamera, m_StepInterval);
        m_playerLook.Init(transform, RotatePoint);
        m_FovKick.Setup(MainCamera);
        m_OriginalCameraPosition = MainCamera.transform.localPosition;
        m_StepCycle    = 0f;
        m_NextStep     = m_StepCycle / 2f;
        m_Jumping      = false;
        CurrentStamina = MaxStamina;

        Character.Health.onDie     += OnDie;
        Character.Health.onDamaged += OnDamage;

        Instance = this;
    }
コード例 #24
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    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Actor = GetComponent <Actor>();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        m_Controller.enableOverlapRecovery = true;


        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
コード例 #25
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    void Awake()
    {
        if (Online)
        {
            PlayerWeaponsManager_Photon playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager_Photon>();
            DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager_Photon, NotificationHUDManager>(playerWeaponsManager, this);
            playerWeaponsManager.onAddedWeapon += OnPickupWeaponPhoton;

            JetPack_Photon jetpack = FindObjectOfType <JetPack_Photon>();
            DebugUtility.HandleErrorIfNullFindObject <JetPack_Photon, NotificationHUDManager>(jetpack, this);
            jetpack.onUnlockJetpack += OnUnlockJetpack;
        }
        else
        {
            PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
            DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager, this);
            playerWeaponsManager.onAddedWeapon += OnPickupWeapon;

            Jetpack jetpack = FindObjectOfType <Jetpack>();
            DebugUtility.HandleErrorIfNullFindObject <Jetpack, NotificationHUDManager>(jetpack, this);
            jetpack.onUnlockJetpack += OnUnlockJetpack;
        }
    }
コード例 #26
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 // Start is called before the first frame update
 void Awake()
 {
     health = GetComponent <Health>();
     playerWeaponsManager = GetComponent <PlayerWeaponsManager>();
 }
コード例 #27
0
 void Start()
 {
     m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
     DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, WeaponHUDManager>(m_PlayerWeaponsManager, this);
 }
コード例 #28
0
 // Start is called before the first frame update
 void Start()
 {
     m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>();
 }