private void Start() { Screen.sleepTimeout = SleepTimeout.NeverSleep; // Settings for the pistol WeaponList[0] = new WeaponClass(); WeaponList[0].Muzzle = Muzzle; WeaponList[0].ShootSound = ShootSound; WeaponList[0].fireArm = true; WeaponList[0].fireRate = 0.12f; WeaponList[0].gunRage = 1000; WeaponList[0].recoilUp = 0f; WeaponList[0].maxMagazine = 3; WeaponList[0].maxBulletPerMagazine = 10; WeaponList[0].power = 100; CurrentWeapon = WeaponList[0]; // Correction value for the startrotation startRotation += transform.localEulerAngles.y; // The player always starts with full ammo foreach (WeaponClass weapon in WeaponList) { weapon.magazineLeft = weapon.maxMagazine; weapon.bulletLeft = weapon.maxBulletPerMagazine; } // Due to the ragdoll, we need access to some scripts and components, when the player respawn Script_CharacterMotor = (VRCharacterMotor)GetComponent("VRCharacterMotor"); Character_Controller = (CharacterController)GetComponent("CharacterController"); Script_MouseLook = (MouseLook)Neck.GetComponent("MouseLook"); DeadCamera.SetActive(false); DeadCamera3D.SetActive(false); Script_CharacterMotor.enabled = true; GetComponent <Animation>().enabled = true; Character_Controller.enabled = true; isDead = false; switch (movmentType) { case 1: // FPS - Virtual reality mode for goggles like Oculus Rift or Durovis Dive Camera3D.SetActive(true); CameraStandard.SetActive(false); Script_MouseLook.enabled = true; inputRotX = "Rot X"; inputRotY = "Rot Y"; minViewX = -10f; maxViewX = 10f; minViewY = -10f; maxViewY = 10f; break; case 2: // FPS - Realistic(Still a problem when you rotate to fast) Camera3D.SetActive(false); CameraStandard.SetActive(true); Script_MouseLook.enabled = false; inputRotX = "Mouse X"; inputRotY = "Mouse Y"; minViewX = -20f; maxViewX = 20f; minViewY = -10f; maxViewY = 10f; break; case 3: // FPS - Standard Camera3D.SetActive(false); CameraStandard.SetActive(true); Script_MouseLook.enabled = false; inputRotX = "Mouse X"; inputRotY = "Mouse Y"; minViewX = 0f; maxViewX = 0f; minViewY = 0f; maxViewY = 0f; break; } }
// Use this for initialization void Awake() { motor = GetComponent <VRCharacterMotor>(); }