//############################################################################################## // Setup the player, and collect the different components that will get used. //############################################################################################## void Start() { player = this; respawnState = RespawnState.Alive; // Hide the cursor and lock it to screen Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; // Try to target 60 Application.targetFrameRate = 60; movementEnabled = true; lookingEnabled = true; gun = GetComponent <GunComponent>(); character = GetComponent <CharacterController>(); damage = GetComponent <DamageableComponent>(); damage.RegisterOnDamagedDelegate(OnDamaged); damage.RegisterOnKilledDelegate(OnKilled); respawnTimer = new Timer(respawnTime); shakeDecayTimer = new Timer(SHAKE_DECAY_TIME); safeTimer = new Timer(SAFE_TIME); recoilDecayTimer = new Timer(); jumpTimer = new Timer(jumpTime); sideJumpCooldownTimer = new Timer(SIDE_JUMP_COOLDOWN_TIME); }
public DaggerfallGame(string path) { this.path = path; manager = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = StartFullScreen ? 1 : GraphicsDeviceManager.DefaultBackBufferWidth, PreferredBackBufferHeight = StartFullScreen ? 1 : GraphicsDeviceManager.DefaultBackBufferHeight, PreferMultiSampling = true, SynchronizeWithVerticalRetrace = true, IsFullScreen = StartFullScreen, }; Components.Add(Viewer = new FirstPersonPlayerComponent(this) { MouseEnabled = true, FarPlaneDistance = 1 << 20, NearPlaneDistance = 1 << 8, Enabled = true, WalkSpeed = 1 << 10, FlyUpDirection = new Vector3(0, 1 << 10, 0), }); new ModelBrowserTool(this); new BlockBrowserTool(this); new TextureBrowserTool(this); Tools[0].Enabled = Tools[0].Visible = true; }
//############################################################################################## // Check for required data, then setup the gun //############################################################################################## protected void Start() { if (muzzleTransform == null) { Logger.Error("Muzzle Actor on " + gameObject.name + "'s GunComponent cannot be null"); } gunTimer = new Timer(currentGunData.coolDown); reloadTimer = new Timer(currentGunData.reloadTime); player = GetComponent <FirstPersonPlayerComponent>(); if (currentGunData.usePooledBullets) { if (!PooledGameObjectManager.HasPoolForIdentifier(currentGunData.poolIdentifier)) { PooledGameObjectManager.SetupPool(currentGunData.poolIdentifier, currentGunData.poolSize, currentGunData.bulletPrefab); } } }