상속: MonoBehaviour
예제 #1
0
    void Start()
    {
        main      = Tools.MainCamera();
        footsteps = main.transform.root.GetComponent <Footsteps>();

        StartCoroutine(SpalshWait());
    }
예제 #2
0
 private void Awake()
 {
     rb = GetComponent <Rigidbody>();
     Cursor.lockState   = CursorLockMode.Locked;
     initialHeadYOffset = head.localPosition.y;
     footstepController = GetComponent <Footsteps>();
 }
예제 #3
0
    // Use this for initialization
    protected override void Awake()
    {
        base.Awake();
        Cursor.visible = false;

        baseSpeed = 5.0f;
        //baseSpeed = 24.0f;


        playerSpeed = baseSpeed;

        footstepTimer      = new Timer(0.5f);
        footstepSoundTimer = new Timer(0.5f);
        footsteps          = new Footsteps(30, Resources.Load <Sprite>("Sprites/Player/footstepRight"));

        lv = Vector2.zero;


        playerAnimation = transform.Find("PlayerAnimation").gameObject;
        animator        = playerAnimation.GetComponent <Animator>();
        playerShadow    = transform.Find("PlayerShadow").gameObject;
        shadowAnimator  = playerShadow.GetComponent <Animator>();
        audios          = GetComponents <AudioSource>();
        mainCamera      = GameObject.Find("Main Camera");


        indoorFootstepSounds     = new AudioClip[3];
        indoorFootstepSounds[0]  = Resources.Load <AudioClip>("Sounds/Player/footstep_floor1");
        indoorFootstepSounds[1]  = Resources.Load <AudioClip>("Sounds/Player/footstep_floor2");
        indoorFootstepSounds[2]  = Resources.Load <AudioClip>("Sounds/Player/footstep_floor3");
        outdoorFootstepSounds    = new AudioClip[3];
        outdoorFootstepSounds[0] = Resources.Load <AudioClip>("Sounds/Player/footstep_land1");
        outdoorFootstepSounds[1] = Resources.Load <AudioClip>("Sounds/Player/footstep_land2");
        outdoorFootstepSounds[2] = Resources.Load <AudioClip>("Sounds/Player/footstep_land3");
    }
예제 #4
0
    public override void OnInspectorGUI()
    {
        m_Target = (target as Footsteps);

        EditorGUILayout.Space();

        EditorGUI.BeginChangeCheck();
        AudioManager audioManager = (AudioManager)EditorGUILayout.ObjectField("Audio Manager", m_Target.audioManager, typeof(AudioManager), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Audio Manager");
            m_Target.audioManager = audioManager;
        }

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Surfaces", EditorStyles.boldLabel);

        for (int i = 0; i < m_Target.surfaces.Count; i++)
        {
            DrawSurface(i);
        }

        EditorGUILayout.Space();

        EditorGUI.BeginChangeCheck();
        if (GUILayout.Button("Add a new Surface", GUILayout.Height(32)))
        {
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Add a new Surface");
                m_Target.surfaces.Add(new GroundType());
            }
        }
    }
예제 #5
0
    private void Awake()
    {
        playerMovement = GetComponent <PlayerMovement>();

        lookTransform = transform.GetChild(0);

        footsteps = GetComponentInChildren <Footsteps>();

        playerStats = GetComponent <PlayerStats>();
    }
    // Use this for initialization
    void Start()
    {
        //anim = this.gameObject.GetComponent<Animator>();
        ci        = GetComponent <CharacterInput>();
        ps        = GetComponent <PlayerSyncData>();
        footsteps = GetComponent <Footsteps>();

        //temporärt men ska bero på vilket lag man valt
        anim = animTeam1;
    }
예제 #7
0
    // Use this for initialization
    void Start()
    {
        anim  = GetComponent <Animator>();
        agent = GetComponent <NavMeshAgent>();

        footsteps = GetComponentInChildren <Footsteps>();

        agent.updateRotation = false;
        agent.updatePosition = true;
        anim.applyRootMotion = true;
    }
예제 #8
0
 private void OnTriggerExit(Collider other)
 {
     if (other.CompareTag("Hunter") || other.CompareTag("Beast"))
     {
         Footsteps feet = other.GetComponent <Footsteps>();
         if (feet != null)
         {
             feet.toggle_water(false);
         }
     }
 }
예제 #9
0
 void Start()
 {
     FootstepsComponent    = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <Footsteps>();
     rustleFx              = transform.gameObject.AddComponent <AudioSource>();
     rustleFx.spatialBlend = 1.0f;
     rustleFx.volume       = FootstepsComponent.foliageRustleVol;
     rustleFx.pitch        = 1.0f;
     rustleFx.dopplerLevel = 0.0f;
     rustleFx.maxDistance  = 10.0f;
     rustleFx.rolloffMode  = AudioRolloffMode.Linear;
 }
예제 #10
0
 void Start()
 {
     //Set up external script references
     playerObj              = Camera.main.transform.GetComponent <CameraControl>().playerObj;
     FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
     IronsightsComponent    = playerObj.GetComponent <Ironsights>();
     CameraControlComponent = Camera.main.GetComponent <CameraControl>();
     FootstepsComponent     = playerObj.GetComponent <Footsteps>();
     FPSPlayerComponent     = playerObj.GetComponent <FPSPlayer>();
     WeaponPivotComponent   = FPSPlayerComponent.WeaponPivotComponent;
 }
예제 #11
0
 private void Awake()
 {
     AssignDestinationPoints();
     gameManager     = FindObjectOfType <GameController>();
     carScript       = FindObjectOfType <ThiefCarScript>();
     alarmController = FindObjectOfType <AlarmLight>();
     soundScript     = thiefAnim.gameObject.GetComponent <Footsteps>();
     player          = GameObject.FindGameObjectWithTag("Player").transform;
     headScript      = GetComponent <HeadLookController>();
     agent           = GetComponent <NavMeshAgent>();
     col             = GetComponent <SphereCollider>();
     agent.autoTraverseOffMeshLink = false;
 }
    void Start()
    {
        input  = GetComponent <CharacterInput>();
        pRBody = GetComponent <Rigidbody>();

        capCol    = GetComponent <CapsuleCollider>();
        height    = capCol.height - 2 * capCol.radius;
        footsteps = GetComponent <Footsteps>();
        //latencyText.gameObject.SetActive(true);
        //nClient = GameObject.Find("Network Manager").GetComponent<NetworkManager>().client;
        //Debug.Log("Changing to ground state");
        sp = new StatePointer(MovePlayerPositionGround);
        animStateChanged = 1;
        animGrounded     = 1;
        animJump         = 0;
        //Debug.Log("Blir grounded");
    }
예제 #13
0
    void OnTriggerEnter(Collider col)
    {
        FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>();
        Footsteps          FootstepsComponent = playerObj.GetComponent <Footsteps>();
        string             colTag             = col.gameObject.tag;
        Transform          colTransform       = col.gameObject.transform;

        //play splash effects for player and objects thrown into water
        if ((colTag == "Player" && (FPSWalkerComponent.jumping || !FPSWalkerComponent.grounded)) ||    //play splash effects for player if they jumped into water
            ((colTag == "Usable" ||    //play splash effects for objects if they hit water
              colTag == "Metal" ||
              colTag == "Wood" ||
              colTag == "Glass" ||
              col.gameObject.name == "Chest") &&
             colTransform.position.y > myTransform.collider.bounds.max.y - 0.3f))
        {
            if (colTag == "Player")
            {
                EnterWater(col);
            }

            AudioSource.PlayClipAtPoint(FootstepsComponent.waterLand, colTransform.position);            //play splash sound

            if (waterSplash)
            {
                foreach (Transform child in waterSplash.transform)             //emit all particles in the particle effect game object group stored in impactObj var

                {
                    if (child.name == "FastSplash")
                    {
                        splashPos = new Vector3(colTransform.position.x, myTransform.collider.bounds.max.y - 0.15f, colTransform.position.z);
                        child.particleEmitter.transform.position = splashPos;
                    }
                    else
                    {
                        splashPos = new Vector3(colTransform.position.x, myTransform.collider.bounds.max.y + 0.01f, colTransform.position.z);
                        child.particleEmitter.transform.position = splashPos;
                    }
                    child.particleEmitter.transform.rotation = Quaternion.FromToRotation(Vector3.up, waterSplash.transform.up); //rotate impact effects so they are perpendicular to surface hit
                    child.particleEmitter.Emit();                                                                               //emit the particle(s)
                }
            }
        }
    }
예제 #14
0
 void Start()
 {
     footsteps = Camera.main.transform.root.GetComponent <Footsteps>();
 }
예제 #15
0
    void Update()
    {
        //Set up external script references
        FPSRigidBodyWalker FPSWalkerComponent  = playerObj.GetComponent <FPSRigidBodyWalker>();
        Ironsights         IronsightsComponent = playerObj.GetComponent <Ironsights>();
        FPSPlayer          FPSPlayerComponent  = playerObj.GetComponent <FPSPlayer>();
        CameraKick         CameraKickComponent = Camera.main.GetComponent <CameraKick>();
        Footsteps          FootstepsComponent  = playerObj.GetComponent <Footsteps>();

        if (Time.timeScale > 0 && Time.deltaTime > 0)        //allow pausing by setting timescale to 0

        {
            waveslice = 0.0f;
            if (!FPSPlayerComponent.useAxisInput)
            {
                horizontal = FPSWalkerComponent.inputX;                //get input from player movement script
                vertical   = FPSWalkerComponent.inputY;
            }
            else
            {
                horizontal = FPSWalkerComponent.inputXSmoothed;                //get input from player movement script
                vertical   = FPSWalkerComponent.inputYSmoothed;
            }
            midpoint = FPSWalkerComponent.midPos;                                                      //Start bob from view position set in player movement script

            if (Mathf.Abs(horizontal) != 0 || Mathf.Abs(vertical) != 0 && FPSWalkerComponent.grounded) //Perform bob only when moving and grounded

            {
                waveslice     = Mathf.Sin(timer);
                wavesliceRoll = Mathf.Sin(timerRoll);
                if (Mathf.Abs(FPSWalkerComponent.inputY) > 0.1f)
                {
                    inputSpeed = Mathf.Abs(FPSWalkerComponent.inputY);
                }
                else
                {
                    inputSpeed = Mathf.Abs(FPSWalkerComponent.inputX);
                }
                timer     = timer + bobbingSpeed * inputSpeed * Time.deltaTime;
                timerRoll = timerRoll + (bobbingSpeed / 2.0f) * Time.deltaTime;                //Make view roll bob half the speed of view pitch bob

                if (timer > Mathf.PI * 2.0f)
                {
                    timer = timer - (Mathf.PI * 2.0f);
                    if (!FPSWalkerComponent.noClimbingSfx)                    //dont play climbing footsteps if noClimbingSfx is true
                    {
                        FootstepsComponent.FootstepSfx();                     //play footstep sound effect by calling FootstepSfx() function in Footsteps.cs
                    }
                }

                //Perform bobbing of camera roll
                if (timerRoll > Mathf.PI * 2.0f)
                {
                    timerRoll = (timerRoll - (Mathf.PI * 2.0f));
                    if (!FPSWalkerComponent.grounded)
                    {
                        timerRoll = 0;                        //reset timer when airborne to allow soonest resume of footstep sfx
                    }
                }
            }
            else
            {
                //reset variables to prevent view twitching when falling
                timer                = 0.0f;
                timerRoll            = 0.0f;
                tempLocalEulerAngles = new Vector3(0, 0, 0);              //reset camera angles to 0 when stationary
            }

            if (waveslice != 0)
            {
                translateChange      = waveslice * bobbingAmount;
                translateChangePitch = waveslice * pitchingAmount;
                translateChangeRoll  = wavesliceRoll * rollingAmount;
                translateChangeYaw   = wavesliceRoll * yawingAmount;
                totalAxes            = Mathf.Abs(horizontal) + Mathf.Abs(vertical);
                totalAxes            = Mathf.Clamp(totalAxes, 0.0f, 1.0f);
                //needed for smooth return to neutral view pos
                translateChange      = totalAxes * translateChange;
                translateChangePitch = totalAxes * translateChangePitch;
                translateChangeRoll  = totalAxes * translateChangeRoll;
                //Set position for smoothing function and add jump value
                //divide position by deltaTime for framerate independence
                dampTo = midpoint + (translateChange / Time.deltaTime * 0.01f);
                //camera roll and pitch bob
                tempLocalEulerAngles = new Vector3(translateChangePitch, translateChangeYaw, translateChangeRoll);
            }
            else
            {
                if (!FPSWalkerComponent.swimming)
                {
                    if (IronsightsComponent.cameraIdleBob)
                    {
                        idleYBob = Mathf.Sin(Time.time * 1.25f) * 0.015f;
                    }
                }
                else
                {
                    if (IronsightsComponent.cameraSwimBob)
                    {
                        idleYBob = Mathf.Sin(Time.time * 1.65f) * 0.08f;                        //increase vertical bob when swimming
                    }
                }

                //reset variables to prevent view twitching when falling
                dampTo          = midpoint + idleYBob;       //add small sine bob for camera idle movement
                totalAxes       = 0;
                translateChange = 0;
            }
            //use SmoothDamp to smooth position and remove any small glitches in bob amount
            dampOrg = Mathf.SmoothDamp(dampOrg, dampTo, ref dampVelocity, 0.1f, Mathf.Infinity, Time.deltaTime);
            //Pass bobbing amount and angles to the camera kick script in the camera object after smoothing
            CameraKickComponent.dampOriginY = dampOrg;
            CameraKickComponent.bobAngles   = Vector3.SmoothDamp(CameraKickComponent.bobAngles, tempLocalEulerAngles, ref dampVelocity2, 0.1f, Mathf.Infinity, Time.deltaTime);
        }
    }
    // Use this for initialization
    void Start()
    {
        anim = GetComponent<Animator>();
        agent = GetComponent<NavMeshAgent>();

        footsteps = GetComponentInChildren<Footsteps>();

        agent.updateRotation = false;
        agent.updatePosition = true;
        anim.applyRootMotion = true;
    }
예제 #17
0
 void Start()
 {
     c_playerTransform=GameObject.FindGameObjectWithTag("Player").transform;
     c_transform=transform;
     c_playerFootsteps=c_playerTransform.GetComponent<Footsteps>();
 }
예제 #18
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Main.Config settings  = main.Settings;
            Transform   transform = entity.GetOrCreate <Transform>("Transform");

            entity.CannotSuspend = true;

            PlayerFactory.Instance = entity;

            this.SetMain(entity, main);

            FPSInput input = new FPSInput();

            input.EnabledWhenPaused = false;
            entity.Add("Input", input);

            Updater parkour = entity.Create <Updater>();
            Updater jumper  = entity.Create <Updater>();

            Player player = entity.GetOrCreate <Player>("Player");

            AnimatedModel firstPersonModel = entity.GetOrCreate <AnimatedModel>("FirstPersonModel");

            firstPersonModel.MapContent            = false;
            firstPersonModel.Serialize             = false;
            firstPersonModel.Filename.Value        = "Models\\joan-firstperson";
            firstPersonModel.CullBoundingBox.Value = false;

            AnimatedModel model = entity.GetOrCreate <AnimatedModel>("Model");

            model.MapContent            = false;
            model.Serialize             = false;
            model.Filename.Value        = "Models\\joan";
            model.CullBoundingBox.Value = false;

            AnimationController anim       = entity.GetOrCreate <AnimationController>("AnimationController");
            RotationController  rotation   = entity.GetOrCreate <RotationController>("Rotation");
            BlockPredictor      predictor  = entity.GetOrCreate <BlockPredictor>("BlockPredictor");
            Jump             jump          = entity.GetOrCreate <Jump>("Jump");
            RollKickSlide    rollKickSlide = entity.GetOrCreate <RollKickSlide>("RollKickSlide");
            Vault            vault         = entity.GetOrCreate <Vault>("Vault");
            WallRun          wallRun       = entity.GetOrCreate <WallRun>("WallRun");
            VoxelTools       voxelTools    = entity.GetOrCreate <VoxelTools>("VoxelTools");
            Footsteps        footsteps     = entity.GetOrCreate <Footsteps>("Footsteps");
            FallDamage       fallDamage    = entity.GetOrCreate <FallDamage>("FallDamage");
            CameraController cameraControl = entity.GetOrCreate <CameraController>("CameraControl");
            FPSCamera        fpsCamera     = entity.GetOrCreate <FPSCamera>("FPSCamera");

            fpsCamera.Enabled.Value = false;
            Rumble rumble = entity.GetOrCreate <Rumble>("Rumble");

            Property <Vector3> floor = new Property <Vector3>();

            transform.Add(new Binding <Vector3>(floor, () => transform.Position + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height));
            AkGameObjectTracker.Attach(entity, floor);

            predictor.Add(new Binding <Vector3>(predictor.FootPosition, floor));
            predictor.Add(new Binding <Vector3>(predictor.LinearVelocity, player.Character.LinearVelocity));
            predictor.Add(new Binding <float>(predictor.Rotation, rotation.Rotation));
            predictor.Add(new Binding <float>(predictor.MaxSpeed, player.Character.MaxSpeed));
            predictor.Add(new Binding <float>(predictor.JumpSpeed, player.Character.JumpSpeed));
            predictor.Add(new Binding <bool>(predictor.IsSupported, player.Character.IsSupported));

            jump.Add(new Binding <bool>(jump.Crouched, player.Character.Crouched));
            jump.Add(new TwoWayBinding <bool>(player.Character.IsSupported, jump.IsSupported));
            jump.Add(new TwoWayBinding <bool>(player.Character.HasTraction, jump.HasTraction));
            jump.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, jump.LinearVelocity));
            jump.Add(new TwoWayBinding <BEPUphysics.Entities.Entity>(jump.SupportEntity, player.Character.SupportEntity));
            jump.Add(new TwoWayBinding <Vector3>(jump.SupportVelocity, player.Character.SupportVelocity));
            jump.Add(new Binding <Vector2>(jump.AbsoluteMovementDirection, player.Character.MovementDirection));
            jump.Add(new Binding <WallRun.State>(jump.WallRunState, wallRun.CurrentState));
            jump.Add(new Binding <float>(jump.Rotation, rotation.Rotation));
            jump.Add(new Binding <Vector3>(jump.Position, transform.Position));
            jump.Add(new Binding <Vector3>(jump.FloorPosition, floor));
            jump.Add(new Binding <float>(jump.MaxSpeed, player.Character.MaxSpeed));
            jump.Add(new Binding <float>(jump.JumpSpeed, player.Character.JumpSpeed));
            jump.Add(new Binding <float>(jump.Mass, player.Character.Mass));
            jump.Add(new Binding <float>(jump.LastRollKickEnded, rollKickSlide.LastRollKickEnded));
            jump.Add(new Binding <Voxel>(jump.WallRunMap, wallRun.WallRunVoxel));
            jump.Add(new Binding <Direction>(jump.WallDirection, wallRun.WallDirection));
            jump.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(jump.WalkedOn, footsteps.WalkedOn));
            jump.Add(new CommandBinding(jump.DeactivateWallRun, (Action)wallRun.Deactivate));
            jump.Add(new CommandBinding <float>(jump.FallDamage, fallDamage.ApplyJump));
            jump.Predictor = predictor;
            jump.Bind(model);
            jump.Add(new TwoWayBinding <Voxel>(wallRun.LastWallRunMap, jump.LastWallRunMap));
            jump.Add(new TwoWayBinding <Direction>(wallRun.LastWallDirection, jump.LastWallDirection));
            jump.Add(new TwoWayBinding <bool>(rollKickSlide.CanKick, jump.CanKick));
            jump.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, jump.LastSupportedSpeed));

            wallRun.Add(new Binding <bool>(wallRun.IsSwimming, player.Character.IsSwimming));
            wallRun.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, wallRun.LinearVelocity));
            wallRun.Add(new TwoWayBinding <Vector3>(transform.Position, wallRun.Position));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.IsSupported, wallRun.IsSupported));
            wallRun.Add(new CommandBinding(wallRun.LockRotation, (Action)rotation.Lock));
            wallRun.Add(new CommandBinding <float>(wallRun.UpdateLockedRotation, rotation.UpdateLockedRotation));
            vault.Add(new CommandBinding(wallRun.Vault, delegate() { vault.Go(true); }));
            wallRun.Predictor = predictor;
            wallRun.Add(new Binding <float>(wallRun.Height, player.Character.Height));
            wallRun.Add(new Binding <float>(wallRun.JumpSpeed, player.Character.JumpSpeed));
            wallRun.Add(new Binding <float>(wallRun.MaxSpeed, player.Character.MaxSpeed));
            wallRun.Add(new TwoWayBinding <float>(rotation.Rotation, wallRun.Rotation));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, wallRun.AllowUncrouch));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.HasTraction, wallRun.HasTraction));
            wallRun.Add(new Binding <float>(wallRun.LastWallJump, jump.LastWallJump));
            player.Add(new Binding <WallRun.State>(player.Character.WallRunState, wallRun.CurrentState));

            input.Bind(rollKickSlide.RollKickButton, settings.RollKick);
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.EnableCrouch, player.EnableCrouch));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.Rotation, rotation.Rotation));
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSwimming, player.Character.IsSwimming));
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSupported, player.Character.IsSupported));
            rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.FloorPosition, floor));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.Height, player.Character.Height));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.MaxSpeed, player.Character.MaxSpeed));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.JumpSpeed, player.Character.JumpSpeed));
            rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.SupportVelocity, player.Character.SupportVelocity));
            rollKickSlide.Add(new TwoWayBinding <bool>(wallRun.EnableEnhancedWallRun, rollKickSlide.EnableEnhancedRollSlide));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, rollKickSlide.AllowUncrouch));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.Crouched, rollKickSlide.Crouched));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, rollKickSlide.EnableWalking));
            rollKickSlide.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, rollKickSlide.LinearVelocity));
            rollKickSlide.Add(new TwoWayBinding <Vector3>(transform.Position, rollKickSlide.Position));
            rollKickSlide.Predictor = predictor;
            rollKickSlide.Bind(model);
            rollKickSlide.VoxelTools = voxelTools;
            rollKickSlide.Add(new CommandBinding(rollKickSlide.DeactivateWallRun, (Action)wallRun.Deactivate));
            rollKickSlide.Add(new CommandBinding(rollKickSlide.Footstep, footsteps.Footstep));
            rollKickSlide.Add(new CommandBinding(rollKickSlide.LockRotation, (Action)rotation.Lock));
            SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_SLIDE_LOOP);

            vault.Add(new Binding <Vector3>(vault.Position, transform.Position));
            vault.Add(new Binding <Vector3>(vault.FloorPosition, floor));
            vault.Add(new Binding <float>(vault.MaxSpeed, player.Character.MaxSpeed));
            vault.Add(new Binding <WallRun.State>(vault.WallRunState, wallRun.CurrentState));
            vault.Add(new CommandBinding(vault.LockRotation, (Action)rotation.Lock));
            vault.Add(new CommandBinding(vault.DeactivateWallRun, (Action)wallRun.Deactivate));
            vault.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, vault.LastSupportedSpeed));
            vault.Add(new CommandBinding <float>(vault.FallDamage, fallDamage.Apply));
            vault.Bind(model);
            vault.Predictor = predictor;
            vault.Add(new TwoWayBinding <float>(rotation.Rotation, vault.Rotation));
            vault.Add(new TwoWayBinding <bool>(player.Character.IsSupported, vault.IsSupported));
            vault.Add(new TwoWayBinding <bool>(player.Character.HasTraction, vault.HasTraction));
            vault.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, vault.LinearVelocity));
            vault.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, vault.EnableWalking));
            vault.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, vault.AllowUncrouch));
            vault.Add(new TwoWayBinding <bool>(player.Character.Crouched, vault.Crouched));
            vault.Add(new Binding <float>(vault.Radius, player.Character.Radius));

            rotation.Add(new TwoWayBinding <Vector2>(rotation.Mouse, input.Mouse));
            rotation.Add(new Binding <bool>(rotation.Rolling, rollKickSlide.Rolling));
            rotation.Add(new Binding <bool>(rotation.Kicking, rollKickSlide.Kicking));
            rotation.Add(new Binding <Vault.State>(rotation.VaultState, vault.CurrentState));
            rotation.Add(new Binding <WallRun.State>(rotation.WallRunState, wallRun.CurrentState));

            voxelTools.Add(new Binding <float>(voxelTools.Height, player.Character.Height));
            voxelTools.Add(new Binding <float>(voxelTools.SupportHeight, player.Character.SupportHeight));
            voxelTools.Add(new Binding <Vector3>(voxelTools.Position, transform.Position));

            anim.Add(new Binding <bool>(anim.IsSupported, player.Character.IsSupported));
            anim.Add(new Binding <WallRun.State>(anim.WallRunState, wallRun.CurrentState));
            anim.Add(new Binding <bool>(anim.EnableWalking, player.Character.EnableWalking));
            anim.Add(new Binding <bool>(anim.Crouched, player.Character.Crouched));
            anim.Add(new Binding <Vector3>(anim.LinearVelocity, player.Character.LinearVelocity));
            anim.Add(new Binding <Vector2>(anim.Movement, input.Movement));
            anim.Add(new Binding <Vector2>(anim.Mouse, input.Mouse));
            anim.Add(new Binding <float>(anim.Rotation, rotation.Rotation));
            anim.Add(new Binding <Voxel>(anim.WallRunMap, wallRun.WallRunVoxel));
            anim.Add(new Binding <Direction>(anim.WallDirection, wallRun.WallDirection));
            anim.Add(new Binding <bool>(anim.IsSwimming, player.Character.IsSwimming));
            anim.Add(new Binding <bool>(anim.Kicking, rollKickSlide.Kicking));
            anim.Add(new Binding <Vector3>(anim.SupportVelocity, player.Character.SupportVelocity));
            anim.Add
            (
                new Binding <bool>
                (
                    anim.EnableLean,
                    () => player.Character.EnableWalking.Value && player.Character.IsSupported.Value && input.Movement.Value.Y > 0.5f,
                    player.Character.EnableWalking, player.Character.IsSupported, input.Movement
                )
            );
            anim.Bind(model);

            // Camera control
            model.UpdateWorldTransforms();

            cameraControl.Add(new Binding <Vector2>(cameraControl.Mouse, input.Mouse));
            cameraControl.Add(new Binding <float>(cameraControl.Lean, x => x * (float)Math.PI * 0.05f, anim.Lean));
            cameraControl.Add(new Binding <Vector3>(cameraControl.LinearVelocity, player.Character.LinearVelocity));
            cameraControl.Add(new Binding <float>(cameraControl.MaxSpeed, player.Character.MaxSpeed));
            cameraControl.Add(new Binding <Matrix>(cameraControl.CameraBone, model.GetBoneTransform("Camera")));
            cameraControl.Add(new Binding <Matrix>(cameraControl.HeadBone, model.GetBoneTransform("ORG-head")));
            cameraControl.Add(new Binding <Matrix>(cameraControl.ModelTransform, model.Transform));
            cameraControl.Add(new Binding <float>(cameraControl.BaseCameraShakeAmount, () => MathHelper.Clamp((player.Character.LinearVelocity.Value.Length() - (player.Character.MaxSpeed * 2.5f)) / (player.Character.MaxSpeed * 4.0f), 0, 1), player.Character.LinearVelocity, player.Character.MaxSpeed));
            cameraControl.Offset = model.GetBoneTransform("Camera").Value.Translation - model.GetBoneTransform("ORG-head").Value.Translation;

            float heightOffset = 0.1f;

#if VR
            if (main.VR)
            {
                heightOffset = 0.4f;
            }
#endif
            cameraControl.Offset += new Vector3(0, heightOffset, 0);

            rumble.Add(new Binding <float>(rumble.CameraShake, cameraControl.TotalCameraShake));
            rumble.Add(new CommandBinding <float>(fallDamage.Rumble, rumble.Go));
            rumble.Add(new CommandBinding <float>(player.Rumble, rumble.Go));
            rumble.Add(new CommandBinding <float>(rollKickSlide.Rumble, rumble.Go));

            firstPersonModel.Add(new Binding <bool>(firstPersonModel.Enabled, x => !x, cameraControl.ThirdPerson));

            model.Add(new ChangeBinding <bool>(cameraControl.ThirdPerson, delegate(bool old, bool value)
            {
                if (value && !old)
                {
                    model.UnsupportedTechniques.Remove(Technique.Clip);
                    model.UnsupportedTechniques.Remove(Technique.Render);
                }
                else if (old && !value)
                {
                    model.UnsupportedTechniques.Add(Technique.Clip);
                    model.UnsupportedTechniques.Add(Technique.Render);
                }
            }));

            Lemma.Console.Console.AddConCommand(new Console.ConCommand("third_person", "Toggle third-person view (WARNING: EXPERIMENTAL)", delegate(Console.ConCommand.ArgCollection args)
            {
                cameraControl.ThirdPerson.Value = !cameraControl.ThirdPerson;
            }));
            entity.Add(new CommandBinding(entity.Delete, delegate()
            {
                Lemma.Console.Console.RemoveConCommand("third_person");
            }));

#if DEVELOPMENT
            ModelAlpha debugCylinder = new ModelAlpha();
            debugCylinder.Filename.Value = "AlphaModels\\cylinder";
            debugCylinder.Add(new Binding <Matrix>(debugCylinder.Transform, transform.Matrix));
            debugCylinder.Serialize   = false;
            debugCylinder.Alpha.Value = 0.25f;
            debugCylinder.Add(new Binding <bool>(debugCylinder.Enabled, cameraControl.ThirdPerson));
            debugCylinder.Add(new Binding <Vector3>(debugCylinder.Scale, delegate()
            {
                return(new Vector3(player.Character.Radius * 2.0f, player.Character.Height, player.Character.Radius * 2.0f));
            }, player.Character.Height, player.Character.Radius));
            entity.Add(debugCylinder);
#endif

            // When rotation is locked, we want to make sure the player can't turn their head
            // 180 degrees from the direction they're facing

#if VR
            if (main.VR)
            {
                input.MaxY.Value = input.MinY.Value = 0;
            }
            else
#endif
            input.Add(new Binding <float>(input.MaxY, () => rotation.Locked ? (float)Math.PI * 0.3f : (float)Math.PI * 0.4f, rotation.Locked));

            input.Add(new Binding <float>(input.MinX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * -0.4f) : 0.0f, rotation.Rotation, rotation.Locked));
            input.Add(new Binding <float>(input.MaxX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * 0.4f) : 0.0f, rotation.Rotation, rotation.Locked));
            input.Add(new NotifyBinding(delegate() { input.Mouse.Changed(); }, rotation.Locked));             // Make sure the rotation locking takes effect even if the player doesn't move the mouse

            // Setup rendering properties

            model.Materials = firstPersonModel.Materials = new Model.Material[3];

            // Hoodie and shoes
            model.Materials[0] = new Model.Material
            {
                SpecularIntensity = 0.0f,
                SpecularPower     = 1.0f,
            };

            // Hands
            model.Materials[1] = new Model.Material
            {
                SpecularIntensity = 0.3f,
                SpecularPower     = 2.0f,
            };

            // Pants and skin
            model.Materials[2] = new Model.Material
            {
                SpecularIntensity = 0.5f,
                SpecularPower     = 20.0f,
            };

            firstPersonModel.Bind(model);

            // Third person model only gets rendered for shadows. No regular rendering or reflections.
            model.UnsupportedTechniques.Add(Technique.Clip);
            model.UnsupportedTechniques.Add(Technique.Render);

            // First-person model only used for regular rendering. No shadows or reflections.
            firstPersonModel.UnsupportedTechniques.Add(Technique.Shadow);
            firstPersonModel.UnsupportedTechniques.Add(Technique.Clip);

            // Build UI
            UIRenderer ui = new UIRenderer();
            ui.DrawOrder.Value   = -1;
            ui.EnabledWhenPaused = true;
            ui.EnabledInEditMode = false;
            entity.Add("UI", ui);

            input.Add(new Binding <float>(input.MouseSensitivity, settings.MouseSensitivity));
            input.Add(new Binding <bool>(input.InvertMouseX, settings.InvertMouseX));
            input.Add(new Binding <bool>(input.InvertMouseY, settings.InvertMouseY));
            input.Add(new Binding <PCInput.PCInputBinding>(input.LeftKey, settings.Left));
            input.Add(new Binding <PCInput.PCInputBinding>(input.RightKey, settings.Right));
            input.Add(new Binding <PCInput.PCInputBinding>(input.BackwardKey, settings.Backward));
            input.Add(new Binding <PCInput.PCInputBinding>(input.ForwardKey, settings.Forward));

            model.StartClip("Idle", 0, true, AnimatedModel.DefaultBlendTime);

            // Set up AI agent
            Agent agent = entity.GetOrCreate <Agent>();
            agent.Add(new TwoWayBinding <float>(player.Health, agent.Health));
            agent.Add(new Binding <Vector3>(agent.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height));
            agent.Add(new Binding <bool>(agent.Loud, () => player.Character.MovementDirection.Value.LengthSquared() > 0 && !player.Character.Crouched, player.Character.Crouched));

            // Blocks
            BlockCloud blockCloud = entity.GetOrCreate <BlockCloud>("BlockCloud");
            blockCloud.Scale.Value = 0.5f;
            blockCloud.Add(new Binding <Vector3>(blockCloud.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height + player.Character.LinearVelocity.Value.Y, 0), transform.Position, player.Character.Height, player.Character.LinearVelocity));
            blockCloud.Blocks.ItemAdded += delegate(int index, Entity.Handle block)
            {
                Entity e = block.Target;
                if (e != null)
                {
                    e.Serialize = false;
                    PhysicsBlock.CancelPlayerCollisions(e.Get <PhysicsBlock>());
                }
            };

            PointLight blockLight = entity.Create <PointLight>();
            blockLight.Add(new Binding <Vector3>(blockLight.Position, blockCloud.AveragePosition));
            blockLight.Add(new Binding <bool, int>(blockLight.Enabled, x => x > 0, blockCloud.Blocks.Length));
            blockLight.Attenuation.Value = 30.0f;
            blockLight.Add(new Binding <Vector3, Voxel.t>(blockLight.Color, delegate(Voxel.t t)
            {
                switch (t)
                {
                case Voxel.t.GlowBlue:
                    return(new Vector3(0.7f, 0.7f, 0.9f));

                case Voxel.t.GlowYellow:
                    return(new Vector3(0.9f, 0.9f, 0.7f));

                default:
                    return(new Vector3(0.8f, 0.8f, 0.8f));
                }
            }, blockCloud.Type));

            // Death
            entity.Add(new CommandBinding(player.Die, blockCloud.Clear));
            entity.Add(new CommandBinding(player.Die, delegate()
            {
                Session.Recorder.Event(main, "Die");
                if (agent.Killed || Agent.Query(transform.Position, 0.0f, 10.0f, x => x != agent) != null)
                {
                    Session.Recorder.Event(main, "Killed");
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_DEATH, entity);
                    main.Spawner.RespawnDistance = Spawner.KilledRespawnDistance;
                    main.Spawner.RespawnInterval = Spawner.KilledRespawnInterval;
                }
                entity.Add(new Animation(new Animation.Execute(entity.Delete)));
            }));

            player.EnabledInEditMode = false;

            Action updateFallSound = delegate()
            {
                float speed    = player.Character.LinearVelocity.Value.Length();
                float maxSpeed = player.Character.MaxSpeed * 1.25f;
                float value;
                if (speed > maxSpeed)
                {
                    value = (speed - maxSpeed) / (maxSpeed * 2.0f);
                }
                else
                {
                    value = 0.0f;
                }
                AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_PLAYER_FALL, value);
            };
            updateFallSound();
            AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_FALL, entity);
            player.Add(new NotifyBinding(updateFallSound, player.Character.LinearVelocity));
            SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_FALL);

            player.Add(new TwoWayBinding <Matrix>(transform.Matrix, player.Character.Transform));

            model.Add(new Binding <Matrix>(model.Transform, delegate()
            {
                const float leanAmount = (float)Math.PI * 0.1f;
                return(Matrix.CreateTranslation(0, (player.Character.Height * -0.5f) - player.Character.SupportHeight, 0) * Matrix.CreateRotationZ(anim.Lean * leanAmount) * Matrix.CreateRotationY(rotation.Rotation) * transform.Matrix);
            }, transform.Matrix, rotation.Rotation, player.Character.Height, player.Character.SupportHeight, anim.Lean));

            firstPersonModel.Add(new Binding <Matrix>(firstPersonModel.Transform, model.Transform));
            firstPersonModel.Add(new Binding <Vector3>(firstPersonModel.Scale, model.Scale));

            WallRun.State[] footstepWallrunStates = new[]
            {
                WallRun.State.Left,
                WallRun.State.Right,
                WallRun.State.Straight,
                WallRun.State.None,
            };
            footsteps.Add(new Binding <bool>(footsteps.SoundEnabled, () => !player.Character.Crouched && footstepWallrunStates.Contains(wallRun.CurrentState) || (player.Character.IsSupported && player.Character.EnableWalking), player.Character.IsSupported, player.Character.EnableWalking, wallRun.CurrentState, player.Character.Crouched));
            footsteps.Add(new Binding <Vector3>(footsteps.Position, transform.Position));
            footsteps.Add(new Binding <float>(footsteps.Rotation, rotation.Rotation));
            footsteps.Add(new Binding <float>(footsteps.CharacterHeight, player.Character.Height));
            footsteps.Add(new Binding <float>(footsteps.SupportHeight, player.Character.SupportHeight));
            footsteps.Add(new Binding <bool>(footsteps.IsSupported, player.Character.IsSupported));
            footsteps.Add(new Binding <bool>(footsteps.IsSwimming, player.Character.IsSwimming));
            footsteps.Add(new CommandBinding <float>(footsteps.Damage, agent.Damage));
            footsteps.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(wallRun.WalkedOn, footsteps.WalkedOn));
            model.Trigger("Run", 0.16f, footsteps.Footstep);
            model.Trigger("Run", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunLeft", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunLeft", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunRight", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunRight", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunStraight", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunStraight", 0.58f, footsteps.Footstep);
            model.Trigger("TurnLeft", 0.15f, footsteps.Footstep);
            model.Trigger("TurnRight", 0.15f, footsteps.Footstep);
            model.Trigger("TopOut", 1.0f, new Command
            {
                Action = delegate()
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_GRUNT, entity);
                }
            });

            main.UI.IsMouseVisible.Value = false;

            SkinnedModel.Clip sprintAnimation = model["Sprint"], runAnimation = model["Run"];

            // Movement binding
            player.Add(new Binding <Vector2>(player.Character.MovementDirection, delegate()
            {
                Vector2 movement = input.Movement;
                if (movement.LengthSquared() == 0.0f)
                {
                    return(Vector2.Zero);
                }

                Matrix matrix = Matrix.CreateRotationY(rotation.Rotation);

                Vector2 forwardDir = new Vector2(matrix.Forward.X, matrix.Forward.Z);
                Vector2 rightDir   = new Vector2(matrix.Right.X, matrix.Right.Z);
                return(-(forwardDir * movement.Y) - (rightDir * movement.X));
            }, input.Movement, rotation.Rotation));

            player.Character.Crouched.Value      = true;
            player.Character.AllowUncrouch.Value = true;

            // Fall damage
            fallDamage.Add(new Binding <bool>(fallDamage.IsSupported, player.Character.IsSupported));
            fallDamage.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, fallDamage.LinearVelocity));
            fallDamage.Add(new TwoWayBinding <float>(player.Health, fallDamage.Health));
            fallDamage.Add(new CommandBinding <BEPUphysics.BroadPhaseEntries.Collidable, ContactCollection>(player.Character.Collided, fallDamage.Collided));
            fallDamage.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, fallDamage.EnableWalking));
            fallDamage.Add(new TwoWayBinding <bool>(player.EnableMoves, fallDamage.EnableMoves));
            fallDamage.Add(new TwoWayBinding <bool>(fallDamage.Landing, rotation.Landing));
            fallDamage.Add(new CommandBinding(fallDamage.LockRotation, (Action)rotation.Lock));
            fallDamage.Add(new CommandBinding <float>(fallDamage.PhysicsDamage, agent.Damage));
            fallDamage.Bind(model);

            // Swim up
            input.Bind(player.Character.SwimUp, settings.Jump);

            float       parkourTime = 0;
            float       jumpTime    = 0;
            const float gracePeriod = 1.0f;
            jumper.Action = delegate(float dt)
            {
                if (player.EnableMoves && player.Character.EnableWalking &&
                    vault.CurrentState.Value == Vault.State.None &&
                    !rollKickSlide.Rolling && !rollKickSlide.Kicking &&
                    jumpTime < gracePeriod)
                {
                    if (jump.Go())
                    {
                        parkour.Enabled.Value = false;
                        jumper.Enabled.Value  = false;
                    }
                    jumpTime += dt;
                }
                else
                {
                    jumper.Enabled.Value = false;
                }
            };
            jumper.Add(new CommandBinding(jumper.Enable, delegate() { jumpTime = 0; }));
            jumper.Enabled.Value = false;
            entity.Add(jumper);

            // Jumping
            input.Bind(settings.Jump, PCInput.InputState.Down, delegate()
            {
                jumper.Enabled.Value = true;
            });

            input.Bind(settings.Jump, PCInput.InputState.Up, delegate()
            {
                jumper.Enabled.Value = false;
            });

            // Wall-run, vault, predictive
            parkour.Action = delegate(float dt)
            {
                if (player.EnableMoves &&
                    player.Character.EnableWalking &&
                    !(player.Character.Crouched && player.Character.IsSupported) &&
                    vault.CurrentState.Value == Vault.State.None &&
                    !rollKickSlide.Kicking &&
                    !rollKickSlide.Rolling &&
                    wallRun.CurrentState.Value == WallRun.State.None &&
                    parkourTime < gracePeriod)
                {
                    bool didSomething = false;

                    bool parkourBeganThisFrame = parkourTime == 0;
                    if (predictor.PossibilityCount > 0)
                    {
                        // In slow motion, prefer left and right wall-running
                        if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame)))
                        {
                            if (!(didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame)))
                            {
                                if (!(didSomething = vault.Go(parkourBeganThisFrame)))
                                {
                                    didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame);
                                }
                            }
                        }
                    }
                    else
                    {
                        // In normal mode, prefer straight wall-running
                        if (!(didSomething = vault.Go(parkourBeganThisFrame)))
                        {
                            if (!(didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame)))
                            {
                                if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame)))
                                {
                                    didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame);
                                }
                            }
                        }
                    }

                    if (didSomething)
                    {
                        jumper.Enabled.Value    = false;
                        player.SlowMotion.Value = false;
                        parkour.Enabled.Value   = false;
                    }
                    else if (parkourBeganThisFrame)
                    {
                        if (blockCloud.Blocks.Length > 0)
                        {
                            player.SlowMotion.Value = true;
                            predictor.ClearPossibilities();
                            predictor.PredictPlatforms();
                            predictor.PredictWalls();
                        }
                        else if (player.EnableSlowMotion)
                        {
                            player.SlowMotion.Value = true;
                        }
                    }

                    parkourTime += dt;
                }
                else
                {
                    parkour.Enabled.Value = false;
                }
            };
            parkour.Add(new CommandBinding(parkour.Enable, delegate()
            {
                parkourTime = 0;
            }));
            entity.Add(parkour);
            parkour.Enabled.Value = false;

            input.Bind(settings.Parkour, PCInput.InputState.Down, delegate()
            {
                parkour.Enabled.Value = true;
            });

            input.Bind(settings.Parkour, PCInput.InputState.Up, delegate()
            {
                parkour.Enabled.Value = false;
                wallRun.Deactivate();
                if (player.SlowMotion)
                {
                    player.SlowMotion.Value = false;
                }
            });

            input.Bind(settings.RollKick, PCInput.InputState.Down, delegate()
            {
                if (player.EnableMoves && player.Character.EnableWalking)
                {
                    rollKickSlide.Go();
                    parkour.Enabled.Value = false;
                    jumper.Enabled.Value  = false;
                }
            });

            input.Bind(settings.RollKick, PCInput.InputState.Up, delegate()
            {
                if (!rollKickSlide.Rolling && !rollKickSlide.Kicking)
                {
                    player.Character.AllowUncrouch.Value = true;
                }
            });

            // Special ability

            /*
             * input.Bind(settings.SpecialAbility, PCInput.InputState.Down, delegate()
             * {
             *      Voxel.GlobalRaycastResult hit = Voxel.GlobalRaycast(main.Camera.Position, main.Camera.Forward, main.Camera.FarPlaneDistance, null);
             *      if (hit.Voxel != null && hit.Voxel.GetType() != typeof(DynamicVoxel))
             *      {
             *              VoxelRip.Go(hit.Voxel, hit.Coordinate.Value, 7, delegate(List<DynamicVoxel> results)
             *              {
             *                      foreach (DynamicVoxel v in results)
             *                      {
             *                              v.IsAffectedByGravity.Value = false;
             *                              v.LinearVelocity.Value = hit.Voxel.GetAbsoluteVector(hit.Normal.GetVector()) * 7.0f
             + new Vector3((float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f);
             +                      }
             +              });
             +      }
             + });
             */

            // Player data bindings

            entity.Add(new PostInitialization
            {
                delegate()
                {
                    Entity dataEntity     = PlayerDataFactory.Instance;
                    PlayerData playerData = dataEntity.Get <PlayerData>();

                    // HACK. Overwriting the property rather than binding the two together. Oh well.
                    // This is because I haven't written a two-way list binding.
                    footsteps.RespawnLocations = playerData.RespawnLocations;

                    // Bind player data properties
                    entity.Add(new TwoWayBinding <float>(WorldFactory.Instance.Get <World>().CameraShakeAmount, cameraControl.CameraShakeAmount));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableRoll, rollKickSlide.EnableRoll));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableCrouch, player.EnableCrouch));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableKick, rollKickSlide.EnableKick));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRun, wallRun.EnableWallRun));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRunHorizontal, wallRun.EnableWallRunHorizontal));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableEnhancedWallRun, wallRun.EnableEnhancedWallRun));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableMoves, player.EnableMoves));
                    entity.Add(new TwoWayBinding <float>(playerData.MaxSpeed, player.Character.MaxSpeed));
                    entity.Add(new TwoWayBinding <Voxel.t>(playerData.CloudType, blockCloud.Type));
                    entity.Add(new TwoWayBinding <bool>(playerData.ThirdPerson, cameraControl.ThirdPerson));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableSlowMotion, player.EnableSlowMotion));

                    Phone phone = dataEntity.GetOrCreate <Phone>("Phone");

                    entity.Add
                    (
                        new Binding <bool>
                        (
                            phone.CanReceiveMessages,
                            () => player.Character.IsSupported && !player.Character.IsSwimming && !player.Character.Crouched,
                            player.Character.IsSupported,
                            player.Character.IsSwimming,
                            player.Character.Crouched
                        )
                    );

                    PhoneNote.Attach(main, entity, player, model, input, phone, player.Character.EnableWalking, playerData.PhoneActive, playerData.NoteActive);

                    PlayerUI.Attach(main, entity, ui, player.Health, rotation.Rotation, playerData.NoteActive, playerData.PhoneActive);
                }
            });

            fpsCamera.Add(new Binding <Vector2>(fpsCamera.Mouse, input.Mouse));
            fpsCamera.Add(new Binding <Vector2>(fpsCamera.Movement, input.Movement));
            input.Bind(fpsCamera.SpeedMode, settings.Parkour);
            input.Bind(fpsCamera.Up, settings.Jump);
            fpsCamera.Add(new Binding <bool>(fpsCamera.Down, input.GetKey(Keys.LeftControl)));
            Lemma.Console.Console.AddConCommand(new ConCommand("noclip", "Toggle free camera mode", delegate(ConCommand.ArgCollection args)
            {
                bool freeCameraMode            = !fpsCamera.Enabled;
                fpsCamera.Enabled.Value        = freeCameraMode;
                cameraControl.Enabled.Value    = !freeCameraMode;
                firstPersonModel.Enabled.Value = !freeCameraMode;
                model.Enabled.Value            = !freeCameraMode;
                ui.Enabled.Value = !freeCameraMode;
                player.Character.EnableWalking.Value      = !freeCameraMode;
                player.EnableMoves.Value                  = !freeCameraMode;
                player.Character.Body.IsAffectedByGravity = !freeCameraMode;
                if (freeCameraMode)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_PLAYER_BREATHING_SOFT, entity);
                }
                else
                {
                    transform.Position.Value = main.Camera.Position;
                }
            }));

            entity.Add(new CommandBinding(entity.Delete, delegate()
            {
                Lemma.Console.Console.RemoveConCommand("noclip");
                if (fpsCamera.Enabled)                 // Movement is disabled. Re-enable it.
                {
                    player.Character.EnableWalking.Value = true;
                    player.EnableMoves.Value             = true;
                }
                PlayerFactory.Instance = null;
            }));
        }
예제 #19
0
    protected override void Awake()
    {
        instance = this;

        base.Awake();

        playerLayerMask = LayerMask.GetMask(LayerMask.LayerToName(gameObject.layer));
        deathTime = 1.75f;

        gameObject.tag = "Player";
        rigidbody2D = GetComponent<Rigidbody2D>();
        collider2D = GetComponent<BoxCollider2D>();
        _halfHeight = collider2D.bounds.extents.y;
        _halfWidth = collider2D.bounds.size.x;
        //_leftOffset = Vector3.left * _halfWidth * 0.5f;
        //_rightOffset = Vector3.right * _halfWidth * 0.5f;

        _animator = playerRenderer.GetComponentInChildren<Animator>();
        _defaultAcceleration = acceleration;
        _defaultMaxVelocity = maxVelocity;

        _footsteps = GetComponentInChildren<Footsteps>();

        if (!groundedCheck)
        {
            groundedCheck = GetComponent<GroundedCheck>();
        }

        var coldSuit = Resources.LoadAll<Sprite>("ColdSuit");
        coldSuitSprites = new Dictionary<string, Sprite>();
        foreach (var sprite in coldSuit)
        {
            coldSuitSprites.Add(sprite.name, sprite);
        }

        var powerSuit = Resources.LoadAll<Sprite>("PowerSuit");
        powerSuitSprites = new Dictionary<string, Sprite>();
        foreach (var sprite in powerSuit)
        {
            powerSuitSprites.Add(sprite.name, sprite);
        }
    }
예제 #20
0
 void Awake()
 {
     inputManager = scriptManager.GetScript <InputController>();
     hm           = GetComponent <HealthManager>();
     footsteps    = GetComponent <Footsteps>();
 }
예제 #21
0
    void Start()
    {
        myTransform      = transform;
        mainCamTransform = Camera.main.transform;
        //assign this item's playerObj and weaponObj value
        playerObj = mainCamTransform.GetComponent <CameraControl>().playerObj;
        weaponObj = mainCamTransform.GetComponent <CameraControl>().weaponObj;
        //assign external script references
        FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
        FootstepsComponent     = playerObj.GetComponent <Footsteps>();
        PlayerWeaponsComponent = weaponObj.GetComponent <PlayerWeapons>();

        Physics.IgnoreCollision(myTransform.GetComponent <Collider>(), FPSWalkerComponent.leanCol, true);
        //set up underwater sound effects
        audioSource        = gameObject.AddComponent <AudioSource>();
        audioSource.clip   = underwaterSound;
        audioSource.loop   = true;
        audioSource.volume = 0.8f;
        //store original fog values to apply to render settings when player surfaces
        fogEnabled         = RenderSettings.fog;
        origFogColor       = RenderSettings.fogColor;
        origFogDensity     = RenderSettings.fogDensity;
        origFogMode        = RenderSettings.fogMode;
        origLinearFogStart = RenderSettings.fogStartDistance;
        origLinearFogEnd   = RenderSettings.fogEndDistance;
        origLightColor     = RenderSettings.ambientLight;

        //automatically assign sunlight
        if (!SunlightObj)
        {
            Light[] lightList = FindObjectsOfType(typeof(Light)) as Light[];
            for (int i = 0; i < lightList.Length; i++)
            {
                if (lightList[i].type == LightType.Directional && lightList[i].gameObject.activeInHierarchy)
                {
                    SunlightObj = lightList[i];
                    break;
                }
            }
        }
        //store original sun/directional light color
        if (SunlightObj)
        {
            origSunightColor = SunlightObj.color;
        }

        rippleEffect.emit = false;
        if (waterPlane)
        {
            waterPlane.gameObject.SetActive(false);
            underwaterYpos = waterPlane.transform.position.y;
        }

        if (useCausticsLight && causticsLight)
        {
            causticsLight.gameObject.SetActive(false);
        }
        if (waterPlaneTop)
        {
            waterPlaneTop.gameObject.SetActive(true);
        }

        swimTimeState                    = false;
        rippleEffect.emit                = false;
        particlesEffect.emit             = false;
        FPSWalkerComponent.inWater       = false;
        FPSWalkerComponent.swimming      = false;
        FPSWalkerComponent.belowWater    = false;
        FPSWalkerComponent.canWaterJump  = true;
        FPSWalkerComponent.holdingBreath = false;

        if (frames.Length > 0)
        {
            InvokeRepeating("NextFrame", 0f, 1.0f / fps);
        }
    }
예제 #22
0
 void Start()
 {
     hud       = FindObjectOfType <HUD> ();
     footSteps = FindObjectOfType <Footsteps> ();
     Spawn     = GameObject.FindWithTag("Spawn");
 }