// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Locked; rb = GetComponent <Rigidbody>(); col = GetComponent <CapsuleCollider>(); wr = GetComponent <WallRunning>(); }
private void Start() { useGravity = true; wr = GetComponent <WallRunning>(); rb = GetComponent <Rigidbody>(); rb.freezeRotation = true; shooting = GetComponent <Shooting>(); coyoteTimer = coyoteTime; slideSpeed = startSlideSpeed; }
// Start is called before the first frame update void Start() { // update movespeed so equillibrium speed = expected movespeed WR_script = GetComponent <WallRunning>(); controller = GetComponent <CharacterController>(); slide_script = GetComponent <Sliding>(); velocity = new Vector3(1f, 0f, -1f); isWallRunning = false; isSliding = false; isSprinting = false; landed = false; checkpointPos = transform.position; checkpointPos.y += 1f; }
private void Start() { wr = GetComponent <WallRunning>(); rb = GetComponent <Rigidbody>(); }
private void Awake() { Player player = FindObjectOfType <Player>(); _characterController = GetComponent <CharacterController>(); _stateHelper = new PlayerMovementStateMachineHelper(); _stateMachine = new BaseStateMachine(); _playerLookVars = new PlayerLookVars(); // Hook into the BaseStateMachine OnStateChanged event _stateMachine.OnStateChanged += HandleStateChanged; // Prepare our StateParams for passing to all of our states _stateParams = new StateParams(); _stateParams.Velocity = _velocity; _stateParams.GravityOverride = defaultGravity; // Create our states Idle idle = new Idle(player); Walking walking = new Walking(player); Sprinting sprinting = new Sprinting(player); Jumping jumping = new Jumping(player); WallRunning wallRunning = new WallRunning(player, defaultGravity); Crouching crouching = new Crouching(player); Sliding sliding = new Sliding(player); // Create our state transitions // Any -> Idle _stateMachine.AddAnyTransition(idle, () => _stateHelper.ToIdle(idle, jumping, crouching, sliding)); // Any -> Jumping _stateMachine.AddAnyTransition(jumping, () => _stateHelper.ToJump(jumping, _isWallRunning, _stateParams.WallJumped)); // Idle -> Walking _stateMachine.AddTransition(idle, walking, () => walking.IsWalking()); // Walking -> Sprinting _stateMachine.AddTransition(walking, sprinting, () => PlayerInput.Instance.ShiftDown); // Sprinting -> Walking _stateMachine.AddTransition(sprinting, walking, () => !sprinting.IsStillSprinting()); // Idle -> Crouching _stateMachine.AddTransition(idle, crouching, () => PlayerInput.Instance.CrouchDown); // Walking -> Crouching _stateMachine.AddTransition(walking, crouching, () => PlayerInput.Instance.CrouchDown); // Crouching -> Walking _stateMachine.AddTransition(crouching, walking, () => _stateHelper.CrouchToWalk(crouching, walking)); // Crouching -> Sprinting _stateMachine.AddTransition(crouching, sprinting, () => _stateHelper.CrouchToSprint(crouching)); // Sprinting -> Sliding (Crouching) _stateMachine.AddTransition(sprinting, sliding, () => PlayerInput.Instance.CrouchDown); // Jumping -> Sliding _stateMachine.AddTransition(jumping, sliding, () => _stateHelper.JumpToSlide(jumping)); // Jumping -> Sprinting _stateMachine.AddTransition(jumping, sprinting, () => _stateHelper.JumpToSprint(jumping, _preserveSprint)); // Jumping -> Walking _stateMachine.AddTransition(jumping, walking, () => _stateHelper.JumpToWalk(jumping, walking, _preserveSprint)); // Jumping -> Wall Running _stateMachine.AddTransition(jumping, wallRunning, () => _isWallRunning); // Wall Running -> Sprinting _stateMachine.AddTransition(wallRunning, jumping, () => _stateHelper.WallRunToSprint(jumping, _isWallRunning, _preserveSprint)); // Wall Running -> Walking _stateMachine.AddTransition(wallRunning, jumping, () => _stateHelper.WallRunToWalk(jumping, walking, _isWallRunning)); // Default to Idle _stateParams = _stateMachine.SetState(idle, _stateParams); }
private void Start() { PMS = FindObjectOfType <PlayerMovement>(); Jumpboy = FindObjectOfType <WallRunning>(); InvokeRepeating("Checker", 0.1f, 0.1f); }