void Awake() { characterController = GetComponent <CharacterController>(); if (characterController == null) { characterController = gameObject.AddComponent <CharacterController>(); } vignette = head.GetComponentInChildren <VignettingVR>(); moveScript = GetComponent <SimpleCharacterController>(); // InitializeClimbableChecks(); }
// Start is called before the first frame update void Start() { if (controller == null) { controller = GetComponent <SimpleCharacterController> (); } GameManager.instance.statUpdateEvent.AddListener(UpdatePlayerAbilities); shield.SetActive(false); attack.SetActive(false); levitate.SetActive(false); UpdatePlayerAbilities(InteractableColor.NONE); audioSource_attack.PausePlay(true); audioSource_fly.PausePlay(true); audioSource_shield.PausePlay(true); }
/// <summary> /// Constructs the character and internal physics character controller. /// </summary> /// <param name="owningSpace">Space to add the character to.</param> /// <param name="CameraToUse">Camera to attach to the character.</param> public SimpleCharacterControllerInput() { _characterController = new SimpleCharacterController(new Vector3(64), 3, 1f, 0.25f, 1000); PhysicsManager.Instance.Space.Add(_characterController); Deactivate(); KeyAssignment.KeyAction wKeyDel = keyState => { _movementDir = CameraManager.Instance.World.Forward; _totalMovement += Vector2.Normalize(new Vector2(_movementDir.X, _movementDir.Z)); }; KeyboardManager.Instance.MapKey(Keys.W, wKeyDel, KeyActionType.KeyDown); KeyAssignment.KeyAction sKeyDel = keyState => { _movementDir = CameraManager.Instance.World.Forward; _totalMovement -= Vector2.Normalize(new Vector2(_movementDir.X, _movementDir.Z)); }; KeyboardManager.Instance.MapKey(Keys.S, sKeyDel, KeyActionType.KeyDown); KeyAssignment.KeyAction aKeyDel = keyState => { _movementDir = CameraManager.Instance.World.Left; _totalMovement += Vector2.Normalize(new Vector2(_movementDir.X, _movementDir.Z)); }; KeyboardManager.Instance.MapKey(Keys.A, aKeyDel, KeyActionType.KeyDown); KeyAssignment.KeyAction dKeyDel = keyState => { _movementDir = CameraManager.Instance.World.Right; _totalMovement += Vector2.Normalize(new Vector2(_movementDir.X, _movementDir.Z)); }; KeyboardManager.Instance.MapKey(Keys.D, dKeyDel, KeyActionType.KeyDown); KeyAssignment.KeyAction spaceKeyDel = keyState => { _characterController.Jump(); }; KeyboardManager.Instance.MapKey(Keys.Space, spaceKeyDel, KeyActionType.KeyPressed); }
private void Awake() { characterController = GetComponent <SimpleCharacterController>(); }
// Start is called before the first frame update void Start() { characterController = gameObject.GetComponent <SimpleCharacterController>(); }
//Obtain components from player public virtual void Start() { animator = GetComponentInParent <Animator>(); playerInformation = GetComponentInParent <SimpleCharacterController>(); }
public Vector3 navGroundOffset; // To be examined later // Start is called before the first frame update public void Start() { agent = this.GetComponent <UnityEngine.AI.NavMeshAgent>(); ds = target.GetComponent <SimpleCharacterController>(); agent.autoRepath = true; }
void Awake() { moveScript = GetComponent <SimpleCharacterController>(); }