void Awake() { impactColor = impactParticles.main; mainRB = GetComponent <Rigidbody> (); tpMotor = GetComponent <ThirdPersonCharacterMotor> (); anim = GetComponent <Animator> (); reticleSprite = reticle.GetComponentInChildren <SpriteRenderer> (); }
public Transform target; // target to aim for private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacterMotor>(); agent.updateRotation = false; agent.updatePosition = true; }
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.", gameObject); // 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 = GetComponent <ThirdPersonCharacterMotor>(); }
//setup void Awake() { aSource = GetComponent <AudioSource>(); //create grabBox is none has been assigned if (!grabBox) { grabBox = new GameObject(); grabBox.AddComponent <BoxCollider>(); grabBox.GetComponent <Collider>().isTrigger = true; grabBox.transform.parent = transform; grabBox.transform.localPosition = new Vector3(0f, 0f, 0.5f); grabBox.layer = 2; //ignore raycast by default Debug.LogWarning("No grabBox object assigned to 'Throwing' script, one has been created and assigned for you", grabBox); } playerMove = GetComponent <ThirdPersonCharacterMotor>(); //characterMotor = GetComponent<CharacterMotor>(); line rendererd unnecessary for now. (see line 85) //defRotateSpeed = playerMove.rotateSpeed; //set arms animation layer to animate with 1 weight (full override) // if(animator) // animator.SetLayerWeight(armsAnimationLayer, 1); }