コード例 #1
0
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();
        mMazeAmbientID = mSound.GetUniqueEvent("AMB_MAZE.vente", 0);
    }
コード例 #2
0
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();
        glassCrackID = mSound.GetUniqueEvent("GLASS_CRACK.vente", 1);
        mDirectionToRun = gameObject.transform.GetForwardVector();

        isactive = false;
    }
コード例 #3
0
    public void OnStart()
    {
        offPointLightColor = new Color(0.8f, 0.0f, 0.0f, 1.0f);
        onPointLightColor = new Color(0.0f, 0.8f, 0.0f, 1.0f);

        // Initialize into the common list
        GameObject camInMap;
        Common.AddCameraObjectToList(gameObject, out camInMap, out camInMapArea);
        CameraInMap inMapScript = GetScript<CameraInMap>(camInMapArea);
        inMapScript.SetTwin(gameObject); // Set in map to be able to direct to me (camInWorld)
        if (gameObject == Common.GetRCCarCam())
        {
            inMapScript.isActive = true; // always default RCCar to active
        }

        prevXCurrRot = xCurrRot = 0.0f;
        prevYCurrRot = yCurrRot = 0.0f;

        UpdateVectors();

        if (xRotationLimit == 0.0f && yRotationLimit == 0.0f)
        {
            shouldPhysicalCameraRotate = false;
        }

        for (uint i = 0; i < gameObject.transform.GetNumberOfChildren(); ++i)
        {
            GameObject childObj = gameObject.transform.GetChild(i).gameObject;
            if (childObj.GetName() == Common.nameForCamLight)
            {
                spotlight = childObj.RequireComponent<CLight>();
                spotlight.SetDiffuse(new Color(0.706f, 0.96f, 0.714f, 1.0f)); // FFB4FCB6
                // spotlight.SetRange(10.0f);
                // spotlight.SetSpot(10.0f);
                // spotlight.SetAtt(1.0f);
                // spotlight.SetLightType(CLight.LIGHTTYPE.SPOTLIGHT);
                spotlight.setEnabled(false);
            }
            else if (childObj.GetName() == Common.nameForCamPointLight)
            {
                pointlight = childObj.RequireComponent<CLight>();
                SetPointLight(false);
                pointlight.setEnabled(true);
            }
        }

        mSound = gameObject.RequireComponent<CSound>();
        mCamRotateID = mSound.GetUniqueEvent("CAM_ROTATE.vente", 1);
    }
コード例 #4
0
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();
        mEscapeEventID = mSound.GetUniqueEvent("MUSIC_ESCAPE.vente", 0);
        mDirectionToRun = gameObject.transform.GetForwardVector();

        tutorialIconObj = GameObject.GetGameObjectByName(mTutorialIconName);
        playerScript = GetScript<FirstPersonPlayer>(Common.GetStealthPlayer());

        isactive = false;

        Common.SetOpacityToAllUI(0.0f, tutorialIconObj); // Init all to 0 opacity
    }
コード例 #5
0
    public void OnStart()
    {
        ocuMouse = GetScript<OcuMouse>(Common.GetSurveillancePlayerMouse() );
        player = Common.GetStealthPlayer();
        playerScript = GetScript<FirstPersonPlayer>(player);
        camera = Common.GetStealthPlayerCamera();
        cameraCam = Common.GetSurveillancePlayerStaticCameraCam();
        camScript = GetScript<CameraCam>(cameraCam);
        camRotLimitScript = GetScript<CameraRotationLimit>(gameObject);

        heldObjectPosition = GameObject.GetGameObjectByName("HeldObjectPosition");

        sound = gameObject.RequireComponent<CSound>();
        flyingSoundID = sound.GetUniqueEvent("CAM_FLIGHT.vente", 2);

        camPhysics = gameObject.RequireComponent<CPhysics>();
        camPhysics.mColliderType = 1;
        camMesh = gameObject.RequireComponent<CMeshRenderer>();
        mInitialScale = (Vector3)gameObject.transform.GetScale();

        nonActive = new State(smc, State_NonActive_Enter, State_NonActive_Update, State_NonActive_Exit);
        flyingTowardsWall = new State(smc, State_FlyTowardsWall_Enter, State_FlyTowardsWall_Update, State_FlyTowardsWall_Exit);
        activeOnWall = new State(smc, State_ActiveOnWall_Enter, State_ActiveOnWall_Update, State_ActiveOnWall_Exit);
        flyingBackToPlayer = new State(smc, State_FlyingBackToPlayer_Enter, State_FlyingBackToPlayer_Update, State_FlyingBackToPlayer_Exit);

        smc.SetState(nonActive); // Initial state
    }