//Intitialization //Called at the start of the program protected void start() { m_CharacterController = GetComponent <CharacterController> (); //m_Anim = gameObject.GetComponentInChildren<Animation>(); m_AnimatorController = gameObject.GetComponentInChildren <AnimatorPlayers>(); m_SFX = SFXManager.Instance; GetComponentInChildren <AnimationCallBackManager>().registerCallBack(this); m_AcceptInputFrom = gameObject.GetComponent <AcceptInputFrom> (); Physics.IgnoreLayerCollision(LayerMask.NameToLayer(Constants.PLAYER_STRING), (LayerMask.NameToLayer(Constants.PLAYER_STRING))); //Moving platform collision //Players ignores moving platform collider inside each other Physics.IgnoreLayerCollision(LayerMask.NameToLayer(Constants.PLAYER_STRING), LayerMask.NameToLayer(Constants.COLLIDE_WITH_MOVING_PLATFORM_LAYER_STRING)); //getting the mask of the player m_LayerMask = LayerMask.GetMask(Constants.LAUNCHER_STRING); //setting our layermask to the inverse of players m_LayerMask = ~m_LayerMask; }
protected AcceptInputFrom m_ReadInput; //To get the input protected void start() { m_Animator = GetComponentInParent <AnimatorPlayers> (); m_Movement = GetComponentInParent <BaseMovementAbility> (); //m_ReadInput = GetComponentInParent<AcceptInputFrom>(); m_ReadInput = transform.parent.GetComponent <AcceptInputFrom> (); m_AOEProjectileAngle = 360 / m_NumberOfAOEProjectiles; GetComponent <AnimationCallBackManager> ().registerCallBack(this); //Setting up trail renderers. m_TrailRenderers = GetComponentsInChildren <TrailRenderer>(); m_TrailRenderersActive = new bool[m_TrailRenderers.Length]; m_TrailRenderersTimeAlive = new float[m_TrailRenderers.Length]; m_TrailRenderersCurrentTime = new float[m_TrailRenderers.Length]; for (int i = 0; i < m_TrailRenderers.Length; i++) { m_TrailRenderersActive[i] = false; m_TrailRenderersTimeAlive[i] = m_TrailRenderers[i].time; m_TrailRenderersCurrentTime[i] = 0; } m_ChargingEffectMat = m_ChargingEffectObject.renderer.material; m_SFX = SFXManager.Instance; }
// Use this for initialization protected override void Start() { //find the camera on this gameobject m_Camera = gameObject.GetComponent <Camera>(); //=================================================================== //move the shutter to be slightly in front of the near clipping plane ShutterRotationPoint.transform.forward = transform.forward; ShutterRotationPoint.transform.position = m_Camera.transform.position + (m_Camera.transform.forward * (m_Camera.nearClipPlane + 0.1f)) - transform.up + (transform.right * SHUTTER_OFFSET); base.Start(); m_IgnoreLayer = m_IgnoreCounter++; m_Camera.cullingMask = LayerMask.GetMask(CAMERA_IGNORE_LAYERS[m_IgnoreLayer]) | m_Camera.cullingMask; setShutterLayer(CAMERA_IGNORE_LAYERS [0]); SetLayerMask(); //=================================================================== //find the player the camera is on //then find out if theyre player one or two //adjust the screen to be on the correct players side Characters currentCharacter; switch (transform.parent.name) { case Constants.ALEX_STRING: currentCharacter = Characters.Alex; break; case Constants.DEREK_STRING: currentCharacter = Characters.Derek; break; case Constants.ZOE_STRING: currentCharacter = Characters.Zoe; break; default: #if DEBUG || UNITY_EDITOR Debug.LogError("parent is named wrong"); #endif currentCharacter = Characters.Zoe; break; } /* horizontal split * if (GameData.Instance.PlayerOneCharacter == currentCharacter) * { * m_Camera.rect = new Rect(0.0f, 0.5f, 1.0f, 0.5f); * } * else * { * m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 0.5f); * }*/ //vertical split if (GameData.Instance.PlayerOneCharacter == currentCharacter) { m_Camera.rect = new Rect(0.0f, 0.0f, 0.5f - SPLIT_AMOUNT, 1.0f); } else { m_Camera.rect = new Rect(0.5f + SPLIT_AMOUNT, 0.0f, 0.5f, 1.0f); } //================================================================================== //get the accept input from script on the camera game object m_AcceptInputFrom = gameObject.GetComponent <AcceptInputFrom>(); //=================================================================== //make sure that game data updates our rotation scale modifyer GameData.Instance.updateCameraRotationSpeeds(); }
// Use this for initialization protected override void Start() { //find the camera on this gameobject m_Camera = gameObject.GetComponent<Camera>(); //=================================================================== //move the shutter to be slightly in front of the near clipping plane ShutterRotationPoint.transform.forward = transform.forward; ShutterRotationPoint.transform.position = m_Camera.transform.position + (m_Camera.transform.forward * (m_Camera.nearClipPlane + 0.1f)) - transform.up + (transform.right * SHUTTER_OFFSET); base.Start (); m_IgnoreLayer = m_IgnoreCounter++; m_Camera.cullingMask = LayerMask.GetMask(CAMERA_IGNORE_LAYERS[m_IgnoreLayer]) | m_Camera.cullingMask; setShutterLayer (CAMERA_IGNORE_LAYERS [0]); SetLayerMask(); //=================================================================== //find the player the camera is on //then find out if theyre player one or two //adjust the screen to be on the correct players side Characters currentCharacter; switch (transform.parent.name) { case Constants.ALEX_STRING: currentCharacter = Characters.Alex; break; case Constants.DEREK_STRING: currentCharacter = Characters.Derek; break; case Constants.ZOE_STRING: currentCharacter = Characters.Zoe; break; default: #if DEBUG || UNITY_EDITOR Debug.LogError("parent is named wrong"); #endif currentCharacter = Characters.Zoe; break; } /* horizontal split if (GameData.Instance.PlayerOneCharacter == currentCharacter) { m_Camera.rect = new Rect(0.0f, 0.5f, 1.0f, 0.5f); } else { m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 0.5f); }*/ //vertical split if (GameData.Instance.PlayerOneCharacter == currentCharacter) { m_Camera.rect = new Rect(0.0f, 0.0f, 0.5f - SPLIT_AMOUNT, 1.0f); } else { m_Camera.rect = new Rect(0.5f + SPLIT_AMOUNT, 0.0f, 0.5f, 1.0f); } //================================================================================== //get the accept input from script on the camera game object m_AcceptInputFrom = gameObject.GetComponent<AcceptInputFrom>(); //=================================================================== //make sure that game data updates our rotation scale modifyer GameData.Instance.updateCameraRotationSpeeds(); }
//Intitialization //Called at the start of the program protected void start() { m_CharacterController = GetComponent<CharacterController> (); //m_Anim = gameObject.GetComponentInChildren<Animation>(); m_AnimatorController = gameObject.GetComponentInChildren<AnimatorPlayers>(); m_SFX = SFXManager.Instance; GetComponentInChildren<AnimationCallBackManager>().registerCallBack(this); m_AcceptInputFrom = gameObject.GetComponent<AcceptInputFrom> (); Physics.IgnoreLayerCollision (LayerMask.NameToLayer (Constants.PLAYER_STRING), (LayerMask.NameToLayer (Constants.PLAYER_STRING))); //Moving platform collision //Players ignores moving platform collider inside each other Physics.IgnoreLayerCollision (LayerMask.NameToLayer (Constants.PLAYER_STRING), LayerMask.NameToLayer (Constants.COLLIDE_WITH_MOVING_PLATFORM_LAYER_STRING)); //getting the mask of the player m_LayerMask = LayerMask.GetMask (Constants.LAUNCHER_STRING); //setting our layermask to the inverse of players m_LayerMask = ~m_LayerMask; }
protected void start() { m_Animator = GetComponentInParent<AnimatorPlayers> (); m_Movement = GetComponentInParent<BaseMovementAbility> (); //m_ReadInput = GetComponentInParent<AcceptInputFrom>(); m_ReadInput = transform.parent.GetComponent<AcceptInputFrom> (); m_AOEProjectileAngle = 360 / m_NumberOfAOEProjectiles; GetComponent<AnimationCallBackManager> ().registerCallBack (this); //Setting up trail renderers. m_TrailRenderers = GetComponentsInChildren<TrailRenderer>(); m_TrailRenderersActive = new bool[m_TrailRenderers.Length]; m_TrailRenderersTimeAlive = new float[m_TrailRenderers.Length]; m_TrailRenderersCurrentTime = new float[m_TrailRenderers.Length]; for(int i = 0; i < m_TrailRenderers.Length; i++) { m_TrailRenderersActive[i] = false; m_TrailRenderersTimeAlive[i] = m_TrailRenderers[i].time; m_TrailRenderersCurrentTime[i] = 0; } m_ChargingEffectMat = m_ChargingEffectObject.renderer.material; m_SFX = SFXManager.Instance; }