private void Awake() { m_keybindings = new Dictionary <KeyCode, InputEvent>(); //Set up player character references if available if (!m_charBodyRef && m_charCtrlRef) { m_charBodyRef = m_charCtrlRef.transform; } if (!m_charCamContainerRef && m_charCtrlRef) { m_charCamContainerRef = m_charCtrlRef.transform.GetChild(0); } if (!m_netMgrRef) { if (GameObject.Find("NetworkManager")) { m_netMgrRef = GameObject.Find("NetworkManager").GetComponent <FPSNetworkCode.NetworkManager>(); } } }
private void Start() { DefaultKeybinds(); if (!m_netMgrRef) { if (GameObject.Find("NetworkManager")) { m_netMgrRef = GameObject.Find("NetworkManager").GetComponent <FPSNetworkCode.NetworkManager>(); } } if (bLockCursorToCenter) { Cursor.lockState = CursorLockMode.Locked; } //Move the main camera into the player character prefab that this will control if (m_charMainCamRef && m_charCamContainerRef) { m_charMainCamRef.SetParent(m_charCamContainerRef); m_charMainCamRef.localPosition = Vector3.zero; } //Provide the player character with reference to AmmoController.cs if (m_charCtrlRef && m_ammoCtrlRef) { m_charCtrlRef.m_ammoCtrlRef = this.m_ammoCtrlRef; } //Hide profile window if (m_profileRef) { m_profileRef.SetActive(false); } }