IEnumerator ExecuteAfterTime(float time) { yield return(new WaitForSeconds(time)); player = GameObject.FindGameObjectWithTag("Player"); // null because player isn't exist yet; playerInventory = player.GetComponent <ShootBehaviour>(); gameController = GameObject.FindGameObjectWithTag("GameController"); // Assert that exists a on-screen HUD. if (GameObject.Find("ScreenHUD") == null) { Debug.LogError("No ScreenHUD canvas found. Create ScreenHUD inside the GameController"); } weaponHud = GameObject.Find("ScreenHUD").GetComponent <WeaponUIManager>(); pickupHUD = gameController.transform.Find("PickupHUD"); // Create physics components and radius of interaction. col = this.transform.GetChild(0).gameObject.AddComponent <BoxCollider>(); CreateInteractiveRadius(col.center); this.rbody = this.gameObject.AddComponent <Rigidbody>(); // Assert that an weapon slot is set up. if (this.type == WeaponType.NONE) { Debug.LogWarning("Set correct weapon slot ( 1 - small/ 2- big)"); type = WeaponType.SHORT; } // Assert that the gun muzzle is exists. if (!this.transform.Find("muzzle")) { Debug.LogError(this.name + " muzzle is not present. Create a game object named 'muzzle' as a child of this game object"); } // Set default values. fullMag = mag; maxBullets = totalBullets; pickupHUD.gameObject.SetActive(false); }
private Transform pickupHUD; // Reference to the weapon pickup in-game label. void Awake() { // Set up the references. this.gameObject.name = this.label; this.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); foreach (Transform t in this.transform) { t.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); } player = GameObject.FindGameObjectWithTag("Player"); //playerInventory = player.GetComponent<ShootBehaviour>(); gameController = GameObject.FindGameObjectWithTag("GameController"); // Assert that exists a on-screen HUD. if (GameObject.Find("ScreenHUD") == null) { Debug.LogError("No ScreenHUD canvas found. Create ScreenHUD inside the GameController"); } weaponHud = GameObject.Find("ScreenHUD").GetComponent <WeaponUIManager>(); pickupHUD = gameController.transform.GetChild(0);//Find("PickupHUD"); // Create physics components and radius of interaction. col = this.transform.GetChild(0).gameObject.AddComponent <BoxCollider>(); CreateInteractiveRadius(col.center); this.rbody = this.gameObject.AddComponent <Rigidbody>(); // Assert that an weapon slot is set up. if (this.type == WeaponType.NONE) { Debug.LogWarning("Set correct weapon slot ( 1 - small/ 2- big)"); type = WeaponType.SHORT; } // Assert that the gun muzzle is exists. if (!this.transform.Find("muzzle")) { Debug.LogError(this.name + " muzzle is not present. Create a game object named 'muzzle' as a child of this game object"); } // Set default values. fullMag = mag; maxBullets = totalBullets; pickupHUD.gameObject.SetActive(false); }
private void Awake() { myTransform = transform; gameObject.name = this.label_weaponName; // 레이캐스트 무시 레이어 설정(하위 자식 모두) gameObject.layer = LayerMask.NameToLayer(FC.TagAndLayer.LayerName.IgnoreRayCast); foreach (Transform tr in this.myTransform) { tr.gameObject.layer = LayerMask.NameToLayer(FC.TagAndLayer.LayerName.IgnoreRayCast); } player = GameObject.FindGameObjectWithTag(FC.TagAndLayer.TagName.Player); playerInventory = player.GetComponent <ShootBehaviour>(); gameController = GameObject.FindGameObjectWithTag(FC.TagAndLayer.TagName.GameController); if (weaponHUD == null) { if (screenHUD == null) { screenHUD = GameObject.Find("ScreenHUD"); } weaponHUD = screenHUD.GetComponent <WeaponUIManager>(); } if (pickHUD == null) { pickHUD = gameController.transform.Find("PickupHUD"); } //Interactive 하기 위한 충돌체 설정 weaponCollider = myTransform.GetChild(0).gameObject.AddComponent <BoxCollider>(); CreateInteractiveRadius(weaponCollider.center); weaponRigidbody = gameObject.AddComponent <Rigidbody>(); if (this.weaponType == WeaponType.NONE) { this.weaponType = WeaponType.SHORT; } fullMag = currentMagCapacity; maxBullets = totalBullets; pickHUD.gameObject.SetActive(false); if (muzzleTransform == null) { muzzleTransform = transform.Find("muzzle"); } }
private void Awake() { thisTrans = transform; thisGameObject = gameObject; thisGameObject.name = label_WeaponName; thisGameObject.layer = LayerMask.NameToLayer(TagAndLayer.LayerName.IgnoreRayCast); for (int i = 0; i < transform.childCount; i++) { GameObject child = transform.GetChild(i).gameObject; child.layer = LayerMask.NameToLayer(TagAndLayer.LayerName.IgnoreRayCast); } player = GameObject.FindGameObjectWithTag(TagAndLayer.TagName.Player); playerInventory = player.GetComponent <ShootBehaviour>(); gameController = GameObject.FindGameObjectWithTag(TagAndLayer.TagName.GameController); if (weaponHUD == null) { if (screenHUD == null) { screenHUD = GameObject.Find("ScreenHUD"); } weaponHUD = screenHUD.GetComponent <WeaponUIManager>(); } if (pickHUD == null) { pickHUD = gameController.transform.Find("PickupHUD"); } weaponCollider = thisTrans.GetChild(0).gameObject.AddComponent <BoxCollider>(); CreateInteractiveRadius(weaponCollider.center); weaponRigidbody = thisGameObject.AddComponent <Rigidbody>(); if (weaponType == WeaponType.NONE) { weaponType = WeaponType.SHORT; } fullMag = currentMagCapacity; maxBullets = totalBullets; pickHUD.gameObject.SetActive(false); if (muzzleTrans == null) { muzzleTrans = thisTrans.Find("muzzle"); } }