public void SoulVision() //鏡頭前進為靈視狀態 { if (!Input.GetKey(KeyCode.E) && !IsPossessing) //只要在靈視狀態下放開靈視鍵則退出靈視 { CameraState = "SoulVisionOver"; } if (FowardAndBackTime < FowardStop)//0.25秒移動到到指定位置 { SoulPower.SetActive(true); FowardAndBackTime += Time.deltaTime; VectorMoveDistance = MoveEnd.transform.position - NormalPosition;//距離為終點減正常位置 Move = VectorMoveDistance * Time.deltaTime * 5; transform.position += Move; CameraNowPosition = transform.position; } else if (FowardAndBackTime >= FowardStop) //到指定位置後開啟靈視效果和準心 並可以進入附身 { NowCharacter.transform.rotation = Quaternion.Euler(0, rotX, 0); //靈視狀態下腳色轉動 FowardAndBackTime = FowardStop; CameraNowPosition = MoveEnd.transform.position; transform.position = MoveEnd.transform.position; SoulVisionEffect.SetActive(true); Crosshairs.SetActive(true); CanPossess = true; } }
private void InitializeComponents() { this.playerController = GetComponent <PlayerController>(); this.gunController = GetComponent <GunController>(); this.mainCamera = Camera.main; this.crosshairs = crosshairPrefab.GetComponent <Crosshairs>(); }
void Start() { crosshair = FindObjectOfType <Crosshairs>(); _shotsRemaingingInBurst = _burstCount; _muzzleFlash = GetComponent <Muzzleflash>(); _player = FindObjectOfType <Player>(); _projectilesRemainingInMag = _projectilesPerMag; }
void Start() { if (!isLocalPlayer) { return; } cam = FindObjectOfType <Camera>(); crosshairs = FindObjectOfType <Crosshairs>(); }
public void Add(List <Identifier> idents, string relPath) { var ident = idents.FirstOrDefault(); if (ident == null) { ExtraFiles.Add(relPath); return; } if (ident is SkinIdentifier skinId) { var skinIds = idents.Cast <SkinIdentifier>().ToList(); if (skinIds.Count > 1) { MultiSkinFiles.Add(relPath, skinIds); } else { Skins.Add(relPath, ident as SkinIdentifier); } } else if (ident is PortraitIdentifier) { Portraits.Add(relPath, idents.Cast <PortraitIdentifier>()); } else if (ident is CrosshairIdentifier) { Crosshairs.Add(relPath, idents.Cast <CrosshairIdentifier>()); } else if (ident is WeaponIdentifier) { Weapons.Add(relPath, idents.Cast <WeaponIdentifier>()); } else if (ident is EffectsIdentifier) { Effects.Add(relPath, idents.Cast <EffectsIdentifier>()); } else if (ident is CanopyIdentifier) { Canopies.Add(relPath, idents.Cast <CanopyIdentifier>()); } else if (ident is EmblemIdentifier) { Emblems.Add(relPath, idents.Cast <EmblemIdentifier>()); } else if (ident is CockpitIdentifier) { Cockpits.Add(relPath, idents.Cast <CockpitIdentifier>()); } }
public void OnLevelStart() { if (isLocalPlayer) { followCam = GetComponent <FollowCamera> (); mainCamera = Camera.main; followCam.Intialise(mainCamera); crosshairs = Instantiate(crosshairsPrefab, Vector3.zero, Quaternion.Euler(-90, 0, 0)); } if (healthBar != null) { healthBar.Initialise(); } }
public bool IsPossessing = false; //附身中為true直到附身結束切回正常狀態才會被重置為false // Use this for initialization void Start() { PossessedSystem = GameObject.Find("Pine").GetComponent <PossessedSystem>(); SoulPower = GameObject.Find("SoulPower"); playerManager = GameObject.Find("PlayerManager").GetComponent <PlayerManager>(); SoulVisionEffect.SetActive(false); //開始時靈視關閉 PossessEffect.SetActive(false); //開始時附身鏡頭關閉 SoulPower.SetActive(false); //開始時靈視特效關閉 Crosshairs.SetActive(false); //開始時準心關閉 CameraState = "NormalState"; //初始狀態為正常狀態 AttachedBodyChildren = new Transform[3]; //只抓前四個物件(包含本身) PlayerView = GameObject.Find("FirstPersonCamPoint"); MoveEnd = GameObject.Find("CamMoveEndPoint"); //一開始取正確腳色位置 NowCharacter = GameObject.Find("Pine"); }
public void SoulVisionOver()//鏡頭後退為正常狀態 { SoulPower.SetActive(false); SoulVisionEffect.SetActive(false); Crosshairs.SetActive(false); CanPossess = false; if (FowardAndBackTime > 0)//從移動到的位置退回正常位置 { FowardAndBackTime -= Time.deltaTime; VectorMoveDistance = NormalPosition - CameraNowPosition;//距離為正常位置減當前位置 Move = VectorMoveDistance * Time.deltaTime * 5; transform.position += Move; } else if (FowardAndBackTime <= 0) { CameraState = "NormalState"; } }
// Use this for initialization //protected override void Start () public void Start() { this.GetComponent <LivingEntity>().OnStart(); moveSpeed = PlayerPrefs.GetFloat("PlayerSpeed"); GameUI gameUI = FindObjectOfType <GameUI>(); gameUI.playerEntitity = this; controller = GetComponent <PlayerController>(); gunController = GetComponent <GunController>(); viewCamera = Camera.main; gunController.EquipGun(gunNumber++); gameUI.currentGunController = gunController; playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; this.crossHairs = playerUIInstance.GetComponent <Crosshairs>(); AddPlayer(); }
public static void SaveSettings(Form form, XmlNode parentNode, string key) { var emptyNodeAlways = Xml.GetEmptyNodeAlways(Xml.GetNodeAlways(parentNode, "ToolStripConfiguration"), key); Xml.SetNewValue(emptyNodeAlways, "Size", IconSize.ToString(CultureInfo.InvariantCulture)); Xml.SetNewValue(emptyNodeAlways, "Locked", Locked.ToString()); Xml.SetNewValue(emptyNodeAlways, "Crosshairs", Crosshairs.ToString()); Xml.SetNewValue(emptyNodeAlways, "WaveformShown", WaveformShown.ToString()); foreach (Control control in form.Controls) { var stripContainer = control as ToolStripContainer; if (stripContainer == null) { continue; } WritePanel(emptyNodeAlways, stripContainer.TopToolStripPanel, "TopToolStripPanel"); WritePanel(emptyNodeAlways, stripContainer.LeftToolStripPanel, "LeftToolStripPanel"); WritePanel(emptyNodeAlways, stripContainer.RightToolStripPanel, "RightToolStripPanel"); WritePanel(emptyNodeAlways, stripContainer.BottomToolStripPanel, "BottomToolStripPanel"); break; } }
// Use this for initialization public void Start() { playerController = GameObject.FindObjectOfType<PlayerController>(); gunController = this.GetComponentInParent<GunMovement> (); if (this.gameObject.tag == "Weapon") { canPickup = false; Muzzle = GameObject.Find (this.gameObject.name + "Muzzle"); bulletSpawn = GameObject.Find (this.gameObject.name + "BulletSpawn").transform; magazineSpawn = GameObject.Find (this.gameObject.name + "MagazineSpawn").transform; PrimaryGunSlot = GameObject.Find ("GunHolder"); SecondaryGunSlot = GameObject.Find ("SecondGun"); OutOfAmmo = false; ADS = false; isReloading = false; OutOfAmmo = false; MagazineDropped = false; isShotgun = false; isSniper = false; isAutomatic = false; CurrentRate = 0f; CurrentReloadRate = 0f; InitializeGuns (this.gameObject.name); crossHairs = GameObject.Find ("CH").GetComponent<Crosshairs> (); } else if (this.gameObject.tag == "Pickup") { pickUpText = GameObject.Find ("PickupText").GetComponent<Text>(); } }
void Start() { cam = FindObjectOfType <Camera>(); crosshairs = FindObjectOfType <Crosshairs>(); }
void Start() { weaponNames = new List<string>(); weaponNames.Add("deagle"); weaponNames.Add("SPAS 12"); weaponNames.Add ("G36C"); weaponNames.Add("Druganov"); health = 100; gunSlots = new GameObject[2]; AddWeapon("Gun", "G36C"); AddWeapon ("Gun", "Druganov"); if (gunSlots[0] != null) { currentWeapon = gunSlots[0]; } if (gunSlots[1] != null) { secondaryWeapon = gunSlots[1]; } gunMech = currentWeapon.GetComponentInChildren<GunMechanics>(); forwards = 0f; right = 0f; jumpSpeed = 15.0f; movementSpeed = 0.03f; stoppingPower = 1.2f; maxSpeed = .15f; maxSprintSpeed = .20f; gravity = 0f; isSprinting = false; isGrounded = false; rigidBody = this.GetComponent<Rigidbody> (); crossHairs = GameObject.Find ("CH").GetComponent<Crosshairs> (); camera = GameObject.Find ("Main Camera").GetComponent<Camera>(); }
protected override void Start() { base.Start(); crosshair = GameObject.FindObjectOfType <Crosshairs>(); }