예제 #1
0
        public Slide(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV)
        {
            fieldOfView       = FoV;
            energyModifer     = EnergyChanger;
            recoilMultiplier  = recoil;
            m_eStance         = StanceID;
            m_fSpeedWhile     = speed;
            TimerBetween      = 2.0f;
            TimeSlide         = 1.5f;
            TimeSlideDecrease = TimeSlide;

            LayerX = player.GetGrandChild(7).gameObject;
            LayerY = player.GetGrandChild(8).gameObject;

            controller = player.manager.controller;

            m_MasterClass = player;

            baseheightcontroller  = controller.height;
            baseYcenterController = controller.center.y;
            basecamerayheight     = LayerX.transform.localPosition.y;
            AngleDefault          = LayerY.transform.localRotation;
            AngleSlideX           = new Quaternion(-0.1f, 0f, 0f, 1f);
            AngleSlideY           = new Quaternion(0f, 0f, 0.3f, 1f);
            Ycenter          = -0.52f;
            camerayheight    = -1.15f;
            heightController = 0f;
        }
예제 #2
0
    void Awake()
    {
        m_pMovements = GetComponent <AePlayerMovements>();
        m_pMouseX    = GetComponent <AeMouseLookX>();
        m_pMouseY    = GetComponentInChildren <AeMouseLookY>();

        m_pBones           = GetComponent <AeBones>();
        m_pStats           = GetComponent <AeStats>();
        m_pNetworkCaller   = GetComponent <AeNetworkPlayerController>();
        m_pAnimator        = GetComponent <AeAnimSynchronizer>();
        m_pInputs          = GetComponent <AeInputController>();
        m_pWeaponHandler   = GetComponentInChildren <AeNetShoot>();
        m_pNickNameHandler = GetComponentInChildren <AeHeadName>();

        m_pTrigger = GetComponent <AePlayerTrigger>();

        m_pStatsSynchronizer = GetComponentInChildren <AeControllerStats>();

        controller = GetComponent <CharacterController>();

        Component [] Cameras = gameObject.GetComponentsInChildren <Camera>();
        NormalCam = Cameras[0].GetComponent <Camera>();
        GunCam    = Cameras[1].GetComponent <Camera>();
        Listener  = GetComponentInChildren <AudioListener>();

        if (networkView.isMine)
        {
            m_pMouseX.enabled  = true;
            m_pMouseY.enabled  = true;
            NormalCam.enabled  = true;
            GunCam.enabled     = true;
            Listener.enabled   = true;
            m_pTrigger.enabled = true;
        }
    }
예제 #3
0
        public Walk(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV)
        {
            fieldOfView      = FoV;
            energyModifer    = EnergyChanger;
            recoilMultiplier = recoil;
            m_eStance        = StanceID;
            m_fSpeedWhile    = speed;

            m_MasterClass = player;
        }
예제 #4
0
        public WallRunRight(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV)
        {
            fieldOfView      = FoV;
            energyModifer    = EnergyChanger;
            recoilMultiplier = recoil;
            m_eStance        = StanceID;
            m_fSpeedWhile    = speed;

            RotationCamAmountZ = 25;
            RotationCamAmountY = 40;

            LayerZ = player.GetGrandChild(2).gameObject;
            LayerY = player.GetGrandChild(4).gameObject;

            m_MasterClass = player;
        }
예제 #5
0
        public Crouch(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV,
                      float optSpeedCrouch = 10f, float optCameraHeight = 0.55f, float optCrouchCenter = -0.21f, float optCrouchHeight = 1.3f)
        {
            fieldOfView      = FoV;
            energyModifer    = EnergyChanger;
            recoilMultiplier = recoil;
            m_eStance        = StanceID;
            m_fSpeedWhile    = speed;
            controller       = player.manager.controller;
            LayerCrouch      = player.GetGrandChild(10).gameObject;
            SpeedToCrouch    = optSpeedCrouch;
            cameraHeightY    = optCameraHeight;
            crouchCenter     = optCrouchCenter;
            crouchHeight     = optCrouchHeight;

            BasecameraHeight = LayerCrouch.transform.localPosition.z;
            normalCenter     = controller.center.y;
            normalHeight     = controller.height;

            m_MasterClass = player;
        }
예제 #6
0
    public override void OnInspectorGUI()
    {
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Base Player Movements", EditorStyles.whiteLargeLabel);

        AePlayerMovements S = (AePlayerMovements)target;

        EditorGUI.indentLevel = 0;

        idleOpen = EditorGUILayout.Foldout(idleOpen, "Idle Stance");

        if (idleOpen)
        {
            EditorGUI.indentLevel = 1;

            S.idleRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.idleRecoilFactor);
            S.idleEnergyChanger = EditorGUILayout.FloatField("Energy", S.idleEnergyChanger);
            S.idleFieldOfView   = EditorGUILayout.IntField("FoV", S.idleFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        walkOpen = EditorGUILayout.Foldout(walkOpen, "Walk Stance");

        if (walkOpen)
        {
            EditorGUI.indentLevel = 1;

            S.walkSpeed         = EditorGUILayout.FloatField("Speed", S.walkSpeed);
            S.walkRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.walkRecoilFactor);
            S.walkEnergyChanger = EditorGUILayout.FloatField("Energy", S.walkEnergyChanger);
            S.walkFieldOfView   = EditorGUILayout.IntField("FoV", S.walkFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        runOpen = EditorGUILayout.Foldout(runOpen, "Run Stance");

        if (runOpen)
        {
            EditorGUI.indentLevel = 1;

            S.runSpeed         = EditorGUILayout.FloatField("Speed", S.runSpeed);
            S.runRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.runRecoilFactor);
            S.runEnergyChanger = EditorGUILayout.FloatField("Energy", S.runEnergyChanger);
            S.runFieldOfView   = EditorGUILayout.IntField("FoV", S.runFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        crouchOpen            = EditorGUILayout.Foldout(crouchOpen, "Crouch Stance");

        if (crouchOpen)
        {
            EditorGUI.indentLevel = 1;

            S.crouchSpeed         = EditorGUILayout.FloatField("Speed", S.crouchSpeed);
            S.crouchRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.crouchRecoilFactor);
            S.crouchEnergyChanger = EditorGUILayout.FloatField("Energy", S.crouchEnergyChanger);
            S.crouchFieldOfView   = EditorGUILayout.IntField("FoV", S.crouchFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        slideOpen             = EditorGUILayout.Foldout(slideOpen, "Slide Stance");

        if (slideOpen)
        {
            EditorGUI.indentLevel = 1;

            S.slideSpeed         = EditorGUILayout.FloatField("Speed", S.slideSpeed);
            S.slideRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.slideRecoilFactor);
            S.slideEnergyChanger = EditorGUILayout.FloatField("Energy", S.slideEnergyChanger);
            S.slideFieldOfView   = EditorGUILayout.IntField("FoV", S.slideFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        fallOpen = EditorGUILayout.Foldout(fallOpen, "Falling Stance");

        if (fallOpen)
        {
            EditorGUI.indentLevel = 1;

            S.fallingSpeed         = EditorGUILayout.FloatField("Speed", S.fallingSpeed);
            S.fallingRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.fallingRecoilFactor);
            S.fallingEnergyChanger = EditorGUILayout.FloatField("Energy", S.fallingEnergyChanger);
            S.fallingFieldOfView   = EditorGUILayout.IntField("FoV", S.fallingFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        wallRunLeftOpen       = EditorGUILayout.Foldout(wallRunLeftOpen, "Wall Run Left Stance");

        if (wallRunLeftOpen)
        {
            EditorGUI.indentLevel = 1;

            S.wrLeftSpeed         = EditorGUILayout.FloatField("Speed", S.wrLeftSpeed);
            S.wrLeftRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.wrLeftRecoilFactor);
            S.wrLeftEnergyChanger = EditorGUILayout.FloatField("Energy", S.wrLeftEnergyChanger);
            S.wrLeftFieldOfView   = EditorGUILayout.IntField("FoV", S.wrLeftFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        wallRunRightOpen      = EditorGUILayout.Foldout(wallRunRightOpen, "Wall Run Right Stance");

        if (wallRunRightOpen)
        {
            EditorGUI.indentLevel = 1;

            S.wrRightSpeed         = EditorGUILayout.FloatField("Speed", S.wrRightSpeed);
            S.wrRightRecoilFactor  = EditorGUILayout.FloatField("Recoil", S.wrRightRecoilFactor);
            S.wrRightEnergyChanger = EditorGUILayout.FloatField("Energy", S.wrRightEnergyChanger);
            S.wrRightFieldOfView   = EditorGUILayout.IntField("FoV", S.wrRightFieldOfView);
        }

        EditorGUI.indentLevel = 0;
        jumpOpen = EditorGUILayout.Foldout(jumpOpen, "Jump Stance");

        if (jumpOpen)
        {
            EditorGUI.indentLevel = 1;

            S.jumpSpeed         = EditorGUILayout.FloatField("Height", S.jumpSpeed);
            S.jumpEnergyChanger = EditorGUILayout.FloatField("Energy", S.jumpEnergyChanger);
        }

        EditorGUI.indentLevel = 0;
        doubleJumpOpen        = EditorGUILayout.Foldout(doubleJumpOpen, "Double Jump Stance");

        if (doubleJumpOpen)
        {
            EditorGUI.indentLevel = 1;

            S.doubleJumpSpeed         = EditorGUILayout.FloatField("Height", S.doubleJumpSpeed);
            S.doubleJumpEnergyChanger = EditorGUILayout.FloatField("Energy", S.doubleJumpEnergyChanger);
            S.doubleJumpTimingCan     = EditorGUILayout.FloatField("Timing in air", S.doubleJumpTimingCan);
        }

        EditorGUI.indentLevel = 0;
        dashOpen = EditorGUILayout.Foldout(dashOpen, "Dash Stance");

        if (dashOpen)
        {
            EditorGUI.indentLevel = 1;

            S.speedDashBase     = EditorGUILayout.FloatField("base speed", S.speedDashBase);
            S.speedDashByFrame  = EditorGUILayout.FloatField("speed by frame", S.speedDashByFrame);
            S.dashDuration      = EditorGUILayout.FloatField("duration", S.dashDuration);
            S.dashEnergyCost    = EditorGUILayout.FloatField("Energy", S.dashEnergyCost);
            S.dashBetweenTiming = EditorGUILayout.FloatField("Timing between dashes", S.dashBetweenTiming);

            S.trail = (GameObject)EditorGUILayout.ObjectField(S.trail, typeof(Object), true);
        }

        EditorGUI.indentLevel = 0;
        otherSettings         = EditorGUILayout.Foldout(otherSettings, "Others settings");

        if (otherSettings)
        {
            S.gravity      = EditorGUILayout.FloatField("gravity", S.gravity);
            S.RangeBlocker = EditorGUILayout.FloatField("Range Block", S.RangeBlocker);
        }

        EditorUtility.SetDirty(target);
    }